computer-graphics | Beginners Guide to Computer Graphics | Graphics library
kandi X-RAY | computer-graphics Summary
kandi X-RAY | computer-graphics Summary
Beginners Guide to Computer Graphics in C/C++, OpenGL, JavaFX
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QUESTION
Background:
I have been eyeing writing an application which needs very basic but fast graphics (just drawing lines and squares), and I'm probably going to use a library such as GLFW, or Vulkano if i'm going with Rust.
I want to understand a specific, and I guess quite practical, detail of the Vulkan API. I understand that GPUs can be quite a complicated topic, but I want to emphasize that I don't have any background in low-level graphics or Vulkan, so I understand if my question cannot be answered, or if my question does not even make sense. I'll try my best to use the correct terminology. I have to admit, I'm not the best at skimming through and looking at large amounts of source code I don't quite understand and still grasp the overall concept, which is why I hope I can find my answer here. I've tried looking at the source code for Vulkan and Mesa drivers, but it bore no fruit.
ORIGINAL Question:
I want to understand how an API call is propagated to the GPU driver.
I have searched around, but couldn't find the specifics I am searching for. The closest posts I've found are these two:
https://softwareengineering.stackexchange.com/questions/279069/how-does-a-program-talk-to-a-graphics-card
https://superuser.com/questions/461022/how-does-the-cpu-and-gpu-interact-in-displaying-computer-graphics
They both mention something similar to "In order to make the GPU do something, you have to make a call via a supported API". I know that, but neither of the two dig into the specifics of how that API call is made. Hopefully, the diagram below illustrates my question.
...ANSWER
Answered 2021-May-26 at 14:02You are looking for the Vulkan-Loader/LoaderAndLayerInterface.md documentation.
The app interfaces with The Loader (sometimes called Vulkan RT, or Vulkan Runtime). That is the vulkan-1.dll
(or so
).
The Loader also has vulkan-1.lib
, which is classic dll shim. It is where the loading of core version and WSI commands happens, but you can skip the lib
and do it all manually directly from the dll
using vkGetInstanceProcAddr
.
Then you have ICDs (Installable Client Drivers). Those are something like nvoglv64.dll
, and you can have more of them on your PC (e.g. Intel iGPU + NV). The name is arbitrary and vendor specific. The Loader finds them via config files.
Now when you call something to a command obtained with vkGetInstanceProcAddress
(which is everything if you use the *.lib
only), you get onto a loader trampoline, which calls a chain of layers, after which the relevant ICD (or all of them) are called. Then the callstack is unwound, so it goes the other direction until the returned to the app. The loader mutexes and merges the the input and output to the ICD.
Commands obtained with vkGetDeviceProcAddress
are little bit more streamlined, as they do not require to be mutexed or merged and are meant to be passed to the ICD without much intervention from the Loader.
The code is also at the same repo: trampoline.c, and loader.c. It's pretty straightforward; every layer just calls the layer below it. Starts at the trampoline, and ends with the terminator layer which in turn will call the ICD layer.
QUESTION
I am trying to understand the access operator for a Matrix Multiplication.
...ANSWER
Answered 2021-Apr-27 at 18:31As quite a few people have already pointed out it is quite a poor matrix implementation: It let's you make assumptions about the internal implementation and has quite a few flaws. But I would lie if I said I would not have already seen implementations like this in research codes. ;) Instead of bashing the implementation I would like to briefly point out how it works as nonetheless it shows a few particularities of C++.
Overview
QUESTION
I would like to apply transformation matrix to a widget. In this case, I expect it to move 100 to right.
However, it does not move at all, but
...ANSWER
Answered 2020-Oct-25 at 20:31Your matrix is incorrect. Try:
QUESTION
So I'd like to get the SFML from the git tag directly using CMake FetchContent. Most of the tutorial are not using this, so I don't really know what to do, I use imgui-sfml-fetchcontent for the reference.
My CMakeLists.txt
...ANSWER
Answered 2020-Jan-03 at 20:00The variables are wrong. https://cmake.org/cmake/help/v3.16/module/FetchContent.html states that has to be lower case. Also squareskittles is right, you shouldn't use
${SFML_LIBRARIES}
/ ${SFML_INCLUDE_DIR}
, this is only valid if the old FindSFML.cmake
is used.
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