vulkan

If a `buffer` is `coherent`, is there any difference between reading a field or doing `atomicAdd(field, 0)`?

独自空忆成欢 提交于 2021-01-28 05:06:15
问题 This is with Vulkan semantics, if it makes any difference. Assume the following: layout(...) coherent buffer B { uint field; } b; Say the field is being modified by other invocations of the same shader (or a derived shader) through atomic*() funcions. If a shader invocation wants to perform an atomic read from this field (with the same semantics as atomicCounter() in GLES, had this been an atomic_uint instead), is there any difference between the following two (other than obviously that one

If a `buffer` is `coherent`, is there any difference between reading a field or doing `atomicAdd(field, 0)`?

半城伤御伤魂 提交于 2021-01-28 05:03:09
问题 This is with Vulkan semantics, if it makes any difference. Assume the following: layout(...) coherent buffer B { uint field; } b; Say the field is being modified by other invocations of the same shader (or a derived shader) through atomic*() funcions. If a shader invocation wants to perform an atomic read from this field (with the same semantics as atomicCounter() in GLES, had this been an atomic_uint instead), is there any difference between the following two (other than obviously that one

Is xvfb (with Mesa 19.2) compatible with Vulkan?

天大地大妈咪最大 提交于 2021-01-27 05:31:40
问题 I'm trying to run a Vulkan-based graphical application on a headless Ubuntu 19.10 virtual machine, via xvfb. Starting from a bare Ubuntu 19.10 image (created using lxc), I prep the machine as follows: > sudo apt update > sudo apt install -y xvfb mesa-vulkan-drivers vulkan-tools I then run the following two commands: In Terminal 1: Start XVFB Xvfb :1 -screen 0 1024x768x24 In Terminal 2: Run vulkaninfo > DISPLAY=:1 vulkaninfo ========== VULKANINFO ========== Vulkan Instance Version: 1.1.114

让 Flutter 在鸿蒙系统上跑起来

送分小仙女□ 提交于 2021-01-26 07:17:00
鸿蒙系统 (HarmonyOS)是华为推出的一款分布式操作系统,那么如何在保证开发迭代效率的前提下,以相对低的成本将移动应用快速移植到鸿蒙平台上呢?美团外卖 MTFlutter 团队近期做了一次技术探索,成功地实现了 Flutter 对于鸿蒙系统的原生支持。 前言 鸿蒙系统 ( HarmonyOS )是华为推出的一款面向未来、面向全场景的分布式操作系统。在传统单设备系统能力的基础上,鸿蒙提出了基于同一套系统能力、适配多种终端形态的分布式理念。自 2020 年 9 月 HarmonyOS 2.0 发布以来,华为加快了鸿蒙系统大规模落地的步伐,预计 2021 年底,鸿蒙系统会覆盖包括手机、平板、智能穿戴、智慧屏、车机在内的数亿台终端设备。对移动应用而言, 新的系统理念、新的交互形式 ,也意味着新的机遇 。如果能够利用好鸿蒙的开发生态及其特性能力,可以让应用覆盖更多的交互场景和设备类型,从而带来新的增长点。 与面临的机遇相比,适配鸿蒙系统带来的挑战同样巨大。当前手机端,尽管鸿蒙系统仍然支持安卓 APK 安装及运行,但长期来看,华为势必会抛弃 AOSP,逐步发展出自己的生态,这意味着现有安卓应用在鸿蒙设备上将会逐渐变成“二等公民”。然而,如果在 iOS 及 Android 之外再重新开发和维护一套鸿蒙应用,在如今业界越来越注重开发迭代效率的环境下,所带来的开发成本也是难以估量的。因此

android的各个版本和logo

断了今生、忘了曾经 提交于 2021-01-11 09:43:34
1.5到4.4版本 按照Google的惯例,新版本安卓的代号往往会与食品名称有关,几乎每一个Android版本代号都是一种美味的甜点。安卓1.5的纸杯蛋糕(cupcake),1.6的甜甜圈(donut),2.2的冻酸奶(Froyo),2.3的姜饼(gingerbread),4.0的冰激凌三明治(ice cream sandwich),4.1的果冻豆(jelly bean),4.4的奇巧巧克力(kitkat),5.0的棒棒糖(lollipop),6.0的棉花糖(marshmallow),7.0的牛轧糖(Nougat),而Android业务副总裁Hiroshi Lockheimer在推特晒出一张“内涵”GIF照片,这张照片为奥利奥制成的巧克力奶油蛋糕(Oreo),于是有人推测Android 8.0会命名为奥利奥。该消息随后被证实。1.5到4.4的logo如下图: Android5.0 lollipop(棒棒糖) Android 5.0 是 Google 于 2014 年 10 月 15 日(美国太平洋时间)发布的全新 Android 操作系统。 Android6.0 Marshmallow(棉花糖) 北京时间2015年9月30日凌晨在美国旧金山举行2015年秋季新品发布会。在发布会上代号为“Marshmallow(棉花糖)”的安卓6.0系统正式推出

UE4虚幻引擎开发手机游戏

╄→гoц情女王★ 提交于 2021-01-09 20:50:51
该文章来自用户转载 点击阅读原文 UE4虚幻引擎作为游戏开发引擎之一,在很多项目中都会使用到。下面就给大家分享下如何使用UE4开发高品质的手机游戏。 作者介绍 大纲 •介绍 •UE4 针对3A级手游的渲染管线和特征集 •使用ES3.1, Vulkan, Metal Api的高端机图形处理讲解 •即将发布的UE4移动平台特性 介绍 当前市场上使用UE4开发手游的情况 •有许多已经发布的和正在使用UE4开发的手游, 品质相当高 •开放世界的MMO已经可以在手机上流畅运行 2016年发布的高品质游戏《天堂II 革命》 天堂II 革命 •移动平台的开放世界MMO •拉高移动平台品质(Sad。。。) •巨大的成功(月流水1.76亿美元) 天堂II 革命 Netmarble Games(网石游戏)使用标准的UE4特性进行该游戏的开发 •开发, 测试和调试都在PC上完成 •UE4 移动 渲染器 •移动HDR, 后处理 •无缝地图 •LevelStreaming(UE4的关卡组织方式,不翻译了) •材质 •使用BP(蓝图)制作的UI •扩充性良好的设备适配 •最低配置:GalaxyS4,Iphone5 UE4 移动平台渲染器 UE4渲染器 UE4拥有3个不同的渲染器 •延时渲染器(DeferredRenderer) •编辑器, PC和主机的默认渲染器 •需求SM4, SM5 特性集

Using fences to clean-up command buffers and synchronizing swap chain images at the same time

爷,独闯天下 提交于 2021-01-05 07:26:42
问题 Say I have a swap chain consisting of n images and I allow k "frames in flight". I ensure correct synchronization between vkAcquireNextImageKHR , vkQueueSubmit and vkQueuePresentKHR by a set of semaphores imageAvailableSemaphore and renderFinishedSemaphore and a fence imageInFlight like it is done in this tutorial: imageAvailableSemaphores.resize(MAX_FRAMES_IN_FLIGHT); renderFinishedSemaphores.resize(MAX_FRAMES_IN_FLIGHT); inFlightFences.resize(MAX_FRAMES_IN_FLIGHT); The fences are needed to

Using fences to clean-up command buffers and synchronizing swap chain images at the same time

旧城冷巷雨未停 提交于 2021-01-05 07:26:39
问题 Say I have a swap chain consisting of n images and I allow k "frames in flight". I ensure correct synchronization between vkAcquireNextImageKHR , vkQueueSubmit and vkQueuePresentKHR by a set of semaphores imageAvailableSemaphore and renderFinishedSemaphore and a fence imageInFlight like it is done in this tutorial: imageAvailableSemaphores.resize(MAX_FRAMES_IN_FLIGHT); renderFinishedSemaphores.resize(MAX_FRAMES_IN_FLIGHT); inFlightFences.resize(MAX_FRAMES_IN_FLIGHT); The fences are needed to

Manually transition swap chain image layouts

Deadly 提交于 2020-12-15 02:00:38
问题 Say I have a render pass with a single color attachment corresponding to the images of a swap chain. Usually, I would set the initialLayout and finalLayout fields of the VkAttachmentDescription to VK_IMAGE_LAYOUT_UNDEFINED and VK_IMAGE_LAYOUT_PRESENT_SRC_KHR , respectively. Now I would like to set the initialLayout to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR instead and perform the transition of a swap chain image to this state manually before the render pass begins. I want to do this using memory

Manually transition swap chain image layouts

六月ゝ 毕业季﹏ 提交于 2020-12-15 01:50:49
问题 Say I have a render pass with a single color attachment corresponding to the images of a swap chain. Usually, I would set the initialLayout and finalLayout fields of the VkAttachmentDescription to VK_IMAGE_LAYOUT_UNDEFINED and VK_IMAGE_LAYOUT_PRESENT_SRC_KHR , respectively. Now I would like to set the initialLayout to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR instead and perform the transition of a swap chain image to this state manually before the render pass begins. I want to do this using memory