RenderingPipeline

from geometry to pixels

AMD

OpenGL debugging with KHR_debug

Debugging OpenGL has always been a bit painful. In most cases an OpenGL error will just result in the offending call being ignored (unless the problem was too little memory, in which case anything could happen). To get informed of the problem, the application had to query an error number for OpenGL to get the […]

 

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Partially Resident Textures – AMD_sparse_texture

AMD has just released more infos about the new feature of the Radeon 7xxx GPUs: Partially Resident Textures. PRT is a new way of getting some hardware support for MegaTextures / VirtualTexturing as it is for example implemented in Rage right now and as it is planned (with PRT support) e.g. for Doom 4. The […]

 

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Low-Level GPU Documentation

NOTE: As this document is growing, I moved it to a seperate page. Click here to get to the most recent version. Old content: While programming graphics applications means programming against an API that abstracts us from the actual hardware (OpenGL, Direct3D), it can still be interesting to dig a bit deeper. Having a good […]

 

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Partially Resident Textures

AMDs latest GPUs have one interesting new feature: Partially resident textures, PRT for short are a new way to handle textures too large for the graphics memory. But let’s start at the beginning: Up till now GPUs didn’t have a memory management unit (MMU), so all the data for rendering had to be present in […]

 

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