Posts tagged: shaders
Working Around Driver Bugs: Fixing SPIR-V Assembly With Regex 21 Nov 2025
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.
Read more...Rendering an Infinite Grid 01 Sep 2025
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.
Read more...Bicubic Filtering in Fewer Taps 23 Oct 2012
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.
Read more...Deferred Shading Tricks 21 Feb 2012
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.
Read more...hqNx 07 Jan 2012
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.
Read more...