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CppCon 2018: Valentin Galea “Rapid Prototyping of Graphics Shaders in Modern C++” 

CppCon
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17 сен 2024

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Комментарии : 6   
@ValentinGalea
@ValentinGalea 5 лет назад
Questions at the end: (sorry for not repeating them) 41:56 Are all your shaders using raymarching? How hard will be to interface with something that's using vertex arrays or the depth buffer? 42:45 If you look at the generated assembly code, I wonder how much the compiler takes the generated stuff and optimizes it? [...] The question is more for the complicated changes - would you get much more efficient performance with a good arch optimizer or you haven't looked into that? 44:04 How about running those unions for swizzling - would it cause any problems for debugging? [...] NOTE: the person talks about issues he has with GLM that's why I joke to use my library 45:38 What if you wanted to do texture sampling? 46:15 What's the performance on a GPU? 47:46 I might be getting myself mixed up with the more complicated shader behavior from GLSL 1 - Was it tricky at any points to make sure that you match the math functions from the shader really closely?
@krytharn
@krytharn 5 лет назад
There's pros and cons to running GLSL on the CPU, but it sure has its uses and I am excited to see your approach to teaching C++ about shaders. I have been using GLM for quite some time and think it's great, but I can see how your code would clearly outperform it. Cool stuff.
@afigegoznaet
@afigegoznaet 5 лет назад
Amazing!
@ValentinGalea
@ValentinGalea 4 года назад
link to the library: github.com/valentingalea/vml
@TheLavaBlock
@TheLavaBlock 5 лет назад
Interesting talk. Thanks - here is Valentin's library: github.com/valentingalea/vml
@Max-wk7cg
@Max-wk7cg 5 лет назад
Great talk but we can't hear the questions from the audience at the end unfortunately.
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