Optimizing Depth Peeling and Multisample Resolves
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0:02Plug Molly Rocket's Discord channel1
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0:02Plug Molly Rocket's Discord channel1
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0:02Plug Molly Rocket's Discord channel1
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1:44Recap and set the stage for the day with praise for RenderDoc
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1:44Recap and set the stage for the day with praise for RenderDoc
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1:44Recap and set the stage for the day with praise for RenderDoc
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3:15Note that lots of our time is spent doing the multisample resolve
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3:15Note that lots of our time is spent doing the multisample resolve
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3:15Note that lots of our time is spent doing the multisample resolve
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7:32Configure our project in RenderDoc
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7:32Configure our project in RenderDoc
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7:32Configure our project in RenderDoc
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8:42Capture a frame in RenderDoc and consult the event timings to see that the multisample buffer took 10 times longer to resolve than to draw
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8:42Capture a frame in RenderDoc and consult the event timings to see that the multisample buffer took 10 times longer to resolve than to draw
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8:42Capture a frame in RenderDoc and consult the event timings to see that the multisample buffer took 10 times longer to resolve than to draw
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10:54The possible bandwidth cost of resolving our multisample buffer
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10:54The possible bandwidth cost of resolving our multisample buffer
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10:54The possible bandwidth cost of resolving our multisample buffer
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14:16Our best case solution: Resolve the multisample buffer independently of the depth peel
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14:16Our best case solution: Resolve the multisample buffer independently of the depth peel
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14:16Our best case solution: Resolve the multisample buffer independently of the depth peel
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16:29Demo Milton's new grid feature, but its smoothing bug
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16:29Demo Milton's new grid feature, but its smoothing bug
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16:29Demo Milton's new grid feature, but its smoothing bug
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17:32Rendering requirements of Sprites vs Geometry
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17:32Rendering requirements of Sprites vs Geometry
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17:32Rendering requirements of Sprites vs Geometry
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20:16Demo some undesirable alpha blending when traversing stairs
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20:16Demo some undesirable alpha blending when traversing stairs
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20:16Demo some undesirable alpha blending when traversing stairs
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22:15Consider two multisample resolves to may be necessary
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22:15Consider two multisample resolves to may be necessary
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22:15Consider two multisample resolves to may be necessary
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24:00Plan to render the sprites with depth peel in a separate pass, then composite in the geometry with two multisample resolves
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24:00Plan to render the sprites with depth peel in a separate pass, then composite in the geometry with two multisample resolves
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24:00Plan to render the sprites with depth peel in a separate pass, then composite in the geometry with two multisample resolves
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30:17Segregating our sprites and geometry into separate buffers
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30:17Segregating our sprites and geometry into separate buffers
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30:17Segregating our sprites and geometry into separate buffers
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33:28Hesitate to impose this separation requirement on the renderer
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33:28Hesitate to impose this separation requirement on the renderer
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33:28Hesitate to impose this separation requirement on the renderer
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35:31Producing a separate multisample buffer of the edge information
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35:31Producing a separate multisample buffer of the edge information
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35:31Producing a separate multisample buffer of the edge information
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36:52The edge information in question
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36:52The edge information in question
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36:52The edge information in question
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38:53Using conservative rasterization to enable recovery of our edge blend from a single high- / low-coverage multisample resolve
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38:53Using conservative rasterization to enable recovery of our edge blend from a single high- / low-coverage multisample resolve
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38:53Using conservative rasterization to enable recovery of our edge blend from a single high- / low-coverage multisample resolve
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43:48Using conservative rasterization just to tell us how much a pixel is covered by a primitive
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43:48Using conservative rasterization just to tell us how much a pixel is covered by a primitive
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43:48Using conservative rasterization just to tell us how much a pixel is covered by a primitive
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45:28Research conservative rasterization2,3,4
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45:28Research conservative rasterization2,3,4
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45:28Research conservative rasterization2,3,4
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49:14Hunt for a coverage-to-alpha function, in NV_shading_rate_image,5 ARB_sample_locations6 and ARB_sample_shading7
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49:14Hunt for a coverage-to-alpha function, in NV_shading_rate_image,5 ARB_sample_locations6 and ARB_sample_shading7
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49:14Hunt for a coverage-to-alpha function, in NV_shading_rate_image,5 ARB_sample_locations6 and ARB_sample_shading7
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58:13Find that conservative rasterization is not widely available8
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58:13Find that conservative rasterization is not widely available8
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58:13Find that conservative rasterization is not widely available8
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59:10Consider running the multisample routine without a multisample buffer, only recording which samples were covered9,10,11
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59:10Consider running the multisample routine without a multisample buffer, only recording which samples were covered9,10,11
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59:10Consider running the multisample routine without a multisample buffer, only recording which samples were covered9,10,11
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1:05:40Consider attaching a multisample and non-multisample render target at the same time
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1:05:40Consider attaching a multisample and non-multisample render target at the same time
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1:05:40Consider attaching a multisample and non-multisample render target at the same time
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1:07:05Consult glext.h for coverage-related functions12
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1:07:05Consult glext.h for coverage-related functions12
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1:07:05Consult glext.h for coverage-related functions12
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1:11:25Research NV_fragment_coverage_to_color13,14
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1:11:25Research NV_fragment_coverage_to_color13,14
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1:11:25Research NV_fragment_coverage_to_color13,14
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1:14:11Research ARB_post_depth_coverage15 and gl_SampleMaskIn16
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1:14:11Research ARB_post_depth_coverage15 and gl_SampleMaskIn16
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1:14:11Research ARB_post_depth_coverage15 and gl_SampleMaskIn16
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1:17:53NVIDIA request: When enabling conservative rasterization, let us set the SampleMask to the number of samples we want
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1:17:53NVIDIA request: When enabling conservative rasterization, let us set the SampleMask to the number of samples we want
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1:17:53NVIDIA request: When enabling conservative rasterization, let us set the SampleMask to the number of samples we want
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1:19:08Lament the tremendous amount of bandwidth required to smooth out our edges
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1:19:08Lament the tremendous amount of bandwidth required to smooth out our edges
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1:19:08Lament the tremendous amount of bandwidth required to smooth out our edges
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1:20:36Reflect on the need for the multisample buffer to tell if primitives are coplanar
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1:20:36Reflect on the need for the multisample buffer to tell if primitives are coplanar
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1:20:36Reflect on the need for the multisample buffer to tell if primitives are coplanar
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1:21:40Consider augmenting our Colour Pass shader to skip pixels whose prior pass produced a fully opaque pixel
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1:21:40Consider augmenting our Colour Pass shader to skip pixels whose prior pass produced a fully opaque pixel
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1:21:40Consider augmenting our Colour Pass shader to skip pixels whose prior pass produced a fully opaque pixel
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1:28:10Make CompileResolveMultisample() set the gl_FragDepth of opaque pixels to 1.0f, enabling CompileZBiasProgram() to discard obscured pixels
1:28:10Make CompileResolveMultisample() set the gl_FragDepth of opaque pixels to 1.0f, enabling CompileZBiasProgram() to discard obscured pixels
1:28:10Make CompileResolveMultisample() set the gl_FragDepth of opaque pixels to 1.0f, enabling CompileZBiasProgram() to discard obscured pixels
1:36:24Capture a frame to see that depth sorting is still working, and our Colour Passes are now more efficient
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1:36:24Capture a frame to see that depth sorting is still working, and our Colour Passes are now more efficient
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1:36:24Capture a frame to see that depth sorting is still working, and our Colour Passes are now more efficient
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1:38:28Switch to the non-multisampling fast path in CompileResolveMultisample()
1:38:28Switch to the non-multisampling fast path in CompileResolveMultisample()
1:38:28Switch to the non-multisampling fast path in CompileResolveMultisample()
1:39:50Capture a frame to see that our glDrawArrays() calls have sped up
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1:39:50Capture a frame to see that our glDrawArrays() calls have sped up
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1:39:50Capture a frame to see that our glDrawArrays() calls have sped up
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1:41:01Options for creating our fast path in CompileResolveMultisample(): 1. Read from the previous depth peel and do not resolve opaque pixels; 2. Resolve into a separate "blend" buffer
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1:41:01Options for creating our fast path in CompileResolveMultisample(): 1. Read from the previous depth peel and do not resolve opaque pixels; 2. Resolve into a separate "blend" buffer
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1:41:01Options for creating our fast path in CompileResolveMultisample(): 1. Read from the previous depth peel and do not resolve opaque pixels; 2. Resolve into a separate "blend" buffer
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1:43:30Make CompileResolveMultisample() only blend non-opaque pixels
1:43:30Make CompileResolveMultisample() only blend non-opaque pixels
1:43:30Make CompileResolveMultisample() only blend non-opaque pixels
1:44:42Reacquaint ourselves with the final CompilePeelComposite() with a view to instead accumulating the colour as we go
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1:44:42Reacquaint ourselves with the final CompilePeelComposite() with a view to instead accumulating the colour as we go
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1:44:42Reacquaint ourselves with the final CompilePeelComposite() with a view to instead accumulating the colour as we go
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1:46:39Introduce a MaskSampler in CompileResolveMultisample() to contain the opacity
1:46:39Introduce a MaskSampler in CompileResolveMultisample() to contain the opacity
1:46:39Introduce a MaskSampler in CompileResolveMultisample() to contain the opacity
1:48:49Crash the game under RenderDoc
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1:48:49Crash the game under RenderDoc
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1:48:49Crash the game under RenderDoc
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1:49:11Hit a shader error "unable to find overloaded function texelFetch()"
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1:49:11Hit a shader error "unable to find overloaded function texelFetch()"
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1:49:11Hit a shader error "unable to find overloaded function texelFetch()"
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1:49:45Fix CompileResolveMultisample() to fetch the Mask's texel from the 0th texture
1:49:45Fix CompileResolveMultisample() to fetch the Mask's texel from the 0th texture
1:49:45Fix CompileResolveMultisample() to fetch the Mask's texel from the 0th texture
1:50:24See that the multisampling is a little busted
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1:50:24See that the multisampling is a little busted
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1:50:24See that the multisampling is a little busted
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1:51:01Just let CompileResolveMultisample() always blend, including some shader parser mayhem
1:51:01Just let CompileResolveMultisample() always blend, including some shader parser mayhem
1:51:01Just let CompileResolveMultisample() always blend, including some shader parser mayhem
1:53:16See that the multisampled artefacts are gone
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1:53:16See that the multisampled artefacts are gone
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1:53:16See that the multisampled artefacts are gone
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1:53:42Make CompileResolveMultisample() initialise the samplers in the order in which they are passed to OpenGLLinkSamplers()
1:53:42Make CompileResolveMultisample() initialise the samplers in the order in which they are passed to OpenGLLinkSamplers()
1:53:42Make CompileResolveMultisample() initialise the samplers in the order in which they are passed to OpenGLLinkSamplers()
1:56:56Make OpenGLEndFrame() set the Mask for CompileResolveMultisample() to acquire pixel opacity, introducing a SinglePixelAllZeroesTexture
1:56:56Make OpenGLEndFrame() set the Mask for CompileResolveMultisample() to acquire pixel opacity, introducing a SinglePixelAllZeroesTexture
1:56:56Make OpenGLEndFrame() set the Mask for CompileResolveMultisample() to acquire pixel opacity, introducing a SinglePixelAllZeroesTexture
2:07:05See a few multisampling artefacts in there
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2:07:05See a few multisampling artefacts in there
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2:07:05See a few multisampling artefacts in there
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2:08:08Quickly scrutinise our new Mask code
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2:08:08Quickly scrutinise our new Mask code
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2:08:08Quickly scrutinise our new Mask code
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2:09:18Capture a frame to see that our second and fourth Colour Passes are not as expected
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2:09:18Capture a frame to see that our second and fourth Colour Passes are not as expected
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2:09:18Capture a frame to see that our second and fourth Colour Passes are not as expected
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2:10:01Check the Mask test in CompileResolveMultisample()
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2:10:01Check the Mask test in CompileResolveMultisample()
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2:10:01Check the Mask test in CompileResolveMultisample()
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2:11:00Take a close look at our first glDrawArrays() call, to see that our MaskSampler is 0×0 pixels
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2:11:00Take a close look at our first glDrawArrays() call, to see that our MaskSampler is 0×0 pixels
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2:11:00Take a close look at our first glDrawArrays() call, to see that our MaskSampler is 0×0 pixels
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2:12:57Fix OpenGLInit() to correctly bind our SinglePixelAllZeroesTexture
2:12:57Fix OpenGLInit() to correctly bind our SinglePixelAllZeroesTexture
2:12:57Fix OpenGLInit() to correctly bind our SinglePixelAllZeroesTexture
2:13:19Capture a frame to see that our third Colour Pass drew much more than expected
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2:13:19Capture a frame to see that our third Colour Pass drew much more than expected
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2:13:19Capture a frame to see that our third Colour Pass drew much more than expected
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2:15:29Make CompileResolveMultisample() set gl_FragDepth of opaque pixels
2:15:29Make CompileResolveMultisample() set gl_FragDepth of opaque pixels
2:15:29Make CompileResolveMultisample() set gl_FragDepth of opaque pixels
2:16:46Crash in RenderDoc
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2:16:46Crash in RenderDoc
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2:16:46Crash in RenderDoc
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2:17:11Make CompileResolveMultisample() set BlendUnitColor of opaque pixels
2:17:11Make CompileResolveMultisample() set BlendUnitColor of opaque pixels
2:17:11Make CompileResolveMultisample() set BlendUnitColor of opaque pixels
2:17:36Battle with the shader parser
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2:17:36Battle with the shader parser
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2:17:36Battle with the shader parser
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2:21:16Prevent CompileResolveMultisample() from setting the BlendUnitColor of opaque pixels
2:21:16Prevent CompileResolveMultisample() from setting the BlendUnitColor of opaque pixels
2:21:16Prevent CompileResolveMultisample() from setting the BlendUnitColor of opaque pixels
2:21:39Capture a frame to see that we are still busted
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2:21:39Capture a frame to see that we are still busted
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2:21:39Capture a frame to see that we are still busted
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2:24:31Make CompileResolveMultisample() always blend
2:24:31Make CompileResolveMultisample() always blend
2:24:31Make CompileResolveMultisample() always blend
2:24:40Find that the shader parser is unhappy, and wonder if it's a problem with 4coder's virtual whitespace
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2:24:40Find that the shader parser is unhappy, and wonder if it's a problem with 4coder's virtual whitespace
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2:24:40Find that the shader parser is unhappy, and wonder if it's a problem with 4coder's virtual whitespace
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2:25:14Revert CompileResolveMultisample() to a supposedly working state
2:25:14Revert CompileResolveMultisample() to a supposedly working state
2:25:14Revert CompileResolveMultisample() to a supposedly working state
2:25:48Find that the shader parser continues to be unhappy
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2:25:48Find that the shader parser continues to be unhappy
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2:25:48Find that the shader parser continues to be unhappy
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2:26:48Change all the comments in CompileResolveMultisample() to be C-style ones
2:26:48Change all the comments in CompileResolveMultisample() to be C-style ones
2:26:48Change all the comments in CompileResolveMultisample() to be C-style ones
2:27:23Find that that doesn't solve the problem
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2:27:23Find that that doesn't solve the problem
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2:27:23Find that that doesn't solve the problem
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2:28:00See how RemedyBG sees the code in CompileResolveMultisample()
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2:28:00See how RemedyBG sees the code in CompileResolveMultisample()
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2:28:00See how RemedyBG sees the code in CompileResolveMultisample()
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2:30:06Trim out some possibly problematic code from CompileResolveMultisample()
2:30:06Trim out some possibly problematic code from CompileResolveMultisample()
2:30:06Trim out some possibly problematic code from CompileResolveMultisample()
2:30:18Find that the shader parser is happy now
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2:30:18Find that the shader parser is happy now
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2:30:18Find that the shader parser is happy now
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2:30:35Make CompileResolveMultisample() set the Mask to 0.0
2:30:35Make CompileResolveMultisample() set the Mask to 0.0
2:30:35Make CompileResolveMultisample() set the Mask to 0.0
2:31:08Find that the shader parser remains happy, but we still see our multisampling artefact
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2:31:08Find that the shader parser remains happy, but we still see our multisampling artefact
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2:31:08Find that the shader parser remains happy, but we still see our multisampling artefact
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2:31:23Make CompileResolveMultisample() always blend
2:31:23Make CompileResolveMultisample() always blend
2:31:23Make CompileResolveMultisample() always blend
2:31:33See our multisampling artefact
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2:31:33See our multisampling artefact
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2:31:33See our multisampling artefact
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2:32:09Leave in our fast path in CompileResolveMultisample()
2:32:09Leave in our fast path in CompileResolveMultisample()
2:32:09Leave in our fast path in CompileResolveMultisample()
2:32:33See new artefacts
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2:32:33See new artefacts
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2:32:33See new artefacts
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2:32:52Make CompileResolveMultisample() always blend
2:32:52Make CompileResolveMultisample() always blend
2:32:52Make CompileResolveMultisample() always blend
2:33:05See that everything looks nice and smooth
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2:33:05See that everything looks nice and smooth
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2:33:05See that everything looks nice and smooth
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2:33:53Reinsert our fast path in CompileResolveMultisample()
2:33:53Reinsert our fast path in CompileResolveMultisample()
2:33:53Reinsert our fast path in CompileResolveMultisample()
2:34:06See new MIP map anisotropic filtering artefacts
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2:34:06See new MIP map anisotropic filtering artefacts
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2:34:06See new MIP map anisotropic filtering artefacts
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2:34:44Capture a frame to see that our third and fourth Colour Passes are not as free as expected
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2:34:44Capture a frame to see that our third and fourth Colour Passes are not as free as expected
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2:34:44Capture a frame to see that our third and fourth Colour Passes are not as free as expected
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2:35:11Fix CompileResolveMultisample() to black out the BlendUnitColor of opaque pixels
2:35:11Fix CompileResolveMultisample() to black out the BlendUnitColor of opaque pixels
2:35:11Fix CompileResolveMultisample() to black out the BlendUnitColor of opaque pixels
2:36:16Capture a frame to see that our Colour Passes are way more efficient
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2:36:16Capture a frame to see that our Colour Passes are way more efficient
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2:36:16Capture a frame to see that our Colour Passes are way more efficient
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2:38:31Q&A
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2:38:31Q&A
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2:38:31Q&A
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2:38:38dithinas Q: Are you exceeding the size of your buffer for the shader code text? The EOF error seems kind of suspicious
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2:38:38dithinas Q: Are you exceeding the size of your buffer for the shader code text? The EOF error seems kind of suspicious
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2:38:38dithinas Q: Are you exceeding the size of your buffer for the shader code text? The EOF error seems kind of suspicious
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2:38:50Make CompileResolveMultisample() record the shader string BufferSize
2:38:50Make CompileResolveMultisample() record the shader string BufferSize
2:38:50Make CompileResolveMultisample() record the shader string BufferSize
2:39:42See that the shader string is 3877 characters
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2:39:42See that the shader string is 3877 characters
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2:39:42See that the shader string is 3877 characters
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2:39:59Increase the FragmentCode buffer size from 4096 to 16000
2:39:59Increase the FragmentCode buffer size from 4096 to 16000
2:39:59Increase the FragmentCode buffer size from 4096 to 16000
2:41:04Find that the shader parser is happy, with a few words on tooling
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2:41:04Find that the shader parser is happy, with a few words on tooling
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2:41:04Find that the shader parser is happy, with a few words on tooling
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2:43:33sagian2005 Q: Couldn't you just not define the dimension and let the compiler figure out the size?
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2:43:33sagian2005 Q: Couldn't you just not define the dimension and let the compiler figure out the size?
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2:43:33sagian2005 Q: Couldn't you just not define the dimension and let the compiler figure out the size?
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2:44:10letambourinroyal Q: Why can’t you just run the preprocessor on the shaders, though?
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2:44:10letambourinroyal Q: Why can’t you just run the preprocessor on the shaders, though?
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2:44:10letambourinroyal Q: Why can’t you just run the preprocessor on the shaders, though?
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2:46:53dithinas Q: Do you have any concept of like a string builder that you could use with your format string function to have it pass you back a string allocated from temp memory? It's a small thing, but you won't need to think / worry about that anymore
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2:46:53dithinas Q: Do you have any concept of like a string builder that you could use with your format string function to have it pass you back a string allocated from temp memory? It's a small thing, but you won't need to think / worry about that anymore
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2:46:53dithinas Q: Do you have any concept of like a string builder that you could use with your format string function to have it pass you back a string allocated from temp memory? It's a small thing, but you won't need to think / worry about that anymore
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2:48:06enyo_enev Q: I think that Dual Depth Peeling.17,18 This paper may be able to help you out, because I looked at their OpenGL code and it seems possible to resolve only once when you render to the screen. You can download the code and see. I am not sure. It is pure OpenGL. They have not enabled multisampling, however I think it is possible to work
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2:48:06enyo_enev Q: I think that Dual Depth Peeling.17,18 This paper may be able to help you out, because I looked at their OpenGL code and it seems possible to resolve only once when you render to the screen. You can download the code and see. I am not sure. It is pure OpenGL. They have not enabled multisampling, however I think it is possible to work
🗪
2:48:06enyo_enev Q: I think that Dual Depth Peeling.17,18 This paper may be able to help you out, because I looked at their OpenGL code and it seems possible to resolve only once when you render to the screen. You can download the code and see. I am not sure. It is pure OpenGL. They have not enabled multisampling, however I think it is possible to work
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2:53:20samyuutsu Q: Have you considered using RenderDoc directly to recompile the shaders at runtime during rapid development?
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2:53:20samyuutsu Q: Have you considered using RenderDoc directly to recompile the shaders at runtime during rapid development?
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2:53:20samyuutsu Q: Have you considered using RenderDoc directly to recompile the shaders at runtime during rapid development?
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2:54:40eddiesutrecht Q: Hi Casey, some episodes ago you said you didn't understand why Jon credited you on Braid, since you didn't do any work on it. But you wrote the collision detector, right? Maybe I misunderstood and it was about the rewind only
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2:54:40eddiesutrecht Q: Hi Casey, some episodes ago you said you didn't understand why Jon credited you on Braid, since you didn't do any work on it. But you wrote the collision detector, right? Maybe I misunderstood and it was about the rewind only
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2:54:40eddiesutrecht Q: Hi Casey, some episodes ago you said you didn't understand why Jon credited you on Braid, since you didn't do any work on it. But you wrote the collision detector, right? Maybe I misunderstood and it was about the rewind only
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2:59:08vaualbus Q: How you would implement in debug systems the way of changing also v3 / v4, values?
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2:59:08vaualbus Q: How you would implement in debug systems the way of changing also v3 / v4, values?
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2:59:08vaualbus Q: How you would implement in debug systems the way of changing also v3 / v4, values?
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2:59:56zrizi Q: I just watched the video about sub-pixel sampling for pixel art assets. Thank you for explaining it, was really good. I have two related questions, though: 1) When you viewed the sprite sheet you noticed that it’s not alpha pre-multiplied and kind of mentioned that it might be a problem. I was wondering why. 2) You mentioned that they don’t use MIP maps and that got me thinking… How should we produce MIPs for pixel art assets? Box-filtering would not work since that’s made for bilinear
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2:59:56zrizi Q: I just watched the video about sub-pixel sampling for pixel art assets. Thank you for explaining it, was really good. I have two related questions, though: 1) When you viewed the sprite sheet you noticed that it’s not alpha pre-multiplied and kind of mentioned that it might be a problem. I was wondering why. 2) You mentioned that they don’t use MIP maps and that got me thinking… How should we produce MIPs for pixel art assets? Box-filtering would not work since that’s made for bilinear
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2:59:56zrizi Q: I just watched the video about sub-pixel sampling for pixel art assets. Thank you for explaining it, was really good. I have two related questions, though: 1) When you viewed the sprite sheet you noticed that it’s not alpha pre-multiplied and kind of mentioned that it might be a problem. I was wondering why. 2) You mentioned that they don’t use MIP maps and that got me thinking… How should we produce MIPs for pixel art assets? Box-filtering would not work since that’s made for bilinear
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3:02:44zrizi Q: 1) You're right. But I think Unity's shaders were set up for point sampling
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3:02:44zrizi Q: 1) You're right. But I think Unity's shaders were set up for point sampling
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3:02:44zrizi Q: 1) You're right. But I think Unity's shaders were set up for point sampling
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3:03:47zrizi Q: And thank you very much for the skin mesh video. I still have to watch it
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3:03:47zrizi Q: And thank you very much for the skin mesh video. I still have to watch it
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3:03:47zrizi Q: And thank you very much for the skin mesh video. I still have to watch it
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3:04:00Time for bed, with a plug of Molly Rocket's Discord channel19
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3:04:00Time for bed, with a plug of Molly Rocket's Discord channel19
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3:04:00Time for bed, with a plug of Molly Rocket's Discord channel19
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