Lone Henchman

Sometimes about tools, sometimes about graphics, sometimes I just ramble.

Posts tagged: shaders

Working Around Driver Bugs: Fixing SPIR-V Assembly With Regex

Recently, I worked around a Vulkan driver bug on my Quest 3 by writing code that throws regular expressions at SPIR-V assembly until it's in the right form to make the driver happy. Some of you might not have enjoyed reading that sentence. Those who just dislike the unfamiliar tech jargon are the lucky ones. The rest are already feeling my pain, and this first paragraph isn't even over yet. It's (horror) story time - but you might learn a little about SPIR-V along the way if you stick around. I sure did.

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Rendering an Infinite Grid

I've been working on a little VR project for a while, and one of the first things I needed at the start was something to stand on. So I made an infinite grid to be my floor. Here's what it looks like and how it's made.

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Bicubic Filtering in Fewer Taps

This post is based on the technique described in GPU Gems 2, chapter 20, Fast Third-Order Texture Filtering. While that's certainly a good read, I found that the authors skipped over a lot of detail and optimized a little prematurely, making the result rather difficult to parse. If you've read and understood their paper, then this isn't going to be news to you.

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Deferred Shading Tricks

Deferred shading is a useful technique available on modern GPUs that allows one to decouple scene and lighting complexity. I'm not really writing a for-beginners article here. This is aimed at people who've got a basic engine set up and want to tune it.

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hqNx

This is a quick demo project I did a few years ago for fun. It's an implementation of the hq2x, hq3x, and hq4x image upscaling algorithms on the GPU.

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