cbuffer | circular buffer written in C using Posix calls | Runtime Evironment library

 by   willemt C Version: Current License: Non-SPDX

kandi X-RAY | cbuffer Summary

kandi X-RAY | cbuffer Summary

cbuffer is a C library typically used in Server, Runtime Evironment applications. cbuffer has no bugs, it has no vulnerabilities and it has low support. However cbuffer has a Non-SPDX License. You can download it from GitHub.

A circular buffer written in C using Posix calls to create a contiguously mapped memory space. BSD Licensed.
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            kandi-support Support

              cbuffer has a low active ecosystem.
              It has 216 star(s) with 33 fork(s). There are 16 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of cbuffer is current.

            kandi-Quality Quality

              cbuffer has 0 bugs and 0 code smells.

            kandi-Security Security

              cbuffer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              cbuffer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              cbuffer has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              cbuffer releases are not available. You will need to build from source code and install.

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            cbuffer Key Features

            No Key Features are available at this moment for cbuffer.

            cbuffer Examples and Code Snippets

            No Code Snippets are available at this moment for cbuffer.

            Community Discussions

            QUESTION

            Applying a texture to a custom effect using DirectXTK results in the texture being stretched
            Asked 2022-Feb-14 at 01:59

            I'm trying to apply a custom effect using the DirectXTK. The effect is supposed to be an "unlit" shader with just one texture. But for some reason, the texture is stretched across the model. I looked in renderdoc and the texturecoordinates appear to be loaded correctly so i'm not sure what's going on.

            UnlitEffect.h ...

            ANSWER

            Answered 2022-Feb-14 at 01:59

            Chuck Walbourn was correct. My issue was that I was normalizing my texture coordinates in the pixel shader. The correct code is return BaseColor.Sample(SampleType, vout.TexCoord);

            Source https://stackoverflow.com/questions/70825685

            QUESTION

            Count elements in texture
            Asked 2022-Feb-02 at 20:36

            I have a 3D texture of 32-bit unsigned integers initialized with zeroes. It is defined as follows:

            ...

            ANSWER

            Answered 2022-Feb-02 at 09:13

            You will have to read back the texture to the cpu with the ID3D11DeviceContext::Map API https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-map

            You will get out a void* you will cast to uint32_t* which will point to the start of your data.

            You need to get better a looking up the DirectX documentation, its really quite good documentation. There are a lot harder things you will need to find in the documentation if you keep doing 3D graphics.

            Source https://stackoverflow.com/questions/70949064

            QUESTION

            dx12) Shader Constants goes wrong
            Asked 2022-Jan-20 at 13:55

            As you can see, in PIX, Pipeline says there's right values on GPU, but when I debug Pixels, it uses wrong values without gZSplits[0].

            And I Upload Values to GPU like this, and mZSplits is std::vector:

            ...

            ANSWER

            Answered 2022-Jan-20 at 13:55

            As per the packing rules for arrays in constant buffers :

            Source https://stackoverflow.com/questions/70764955

            QUESTION

            Is there a specific way to pass an array as a constant buffer to the shader?
            Asked 2021-Oct-08 at 20:50

            In c++, there is a value in an array, and when I pass it to the shader, the data is all 0. Is there a specific way to pass an array to the shader?

            this is my code for set constant buffer

            ...

            ANSWER

            Answered 2021-Oct-08 at 20:50

            Your code snippet is missing a lot of information about your types and support code, but my first guess is you should use:

            Source https://stackoverflow.com/questions/69491649

            QUESTION

            why this shader variable doesn't change?(dx12, hlsl)
            Asked 2021-Sep-20 at 07:09

            I'm working with dx12 and hlsl, and this specific root constant seems doesn't change or doesn't work for index.

            this is hlsl code

            ...

            ANSWER

            Answered 2021-Sep-20 at 07:09

            QUESTION

            Why is my constant buffer not being updated?
            Asked 2021-Sep-12 at 16:29

            Bellow is the cpu side declaration for the buffer I'm having the issue:

            ...

            ANSWER

            Answered 2021-Sep-12 at 16:29

            The size of bool in HLSL is 4 bytes, so your CPU structure should be something like

            Source https://stackoverflow.com/questions/69153124

            QUESTION

            How is constant buffer variables got matched between C++ code and shader code?
            Asked 2021-Sep-11 at 23:57

            I am learning D3D11 by myself. I am wondering how is variable in c++ got matched by variables in shader?

            For example, from the tutorial of D3D11: https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-buffers-constant-how-to

            The layout of CBuffer in C++ is exact same as the layout in shader. However, in some game engines like Unity, shader variables can be placed in any order as long as I declare all of them. How is this achieved?

            ...

            ANSWER

            Answered 2021-Sep-08 at 03:12

            I haven't dug into the implementation of how rendering engine automatically binds the shader variable to the layout of graphics pipeline. But here is my guess.

            • While game engine compiling shader codes, it will write some shader header infos including shader varaible's layouts.

            This can be implemented by the tools like glslang. This kind of tool can convert shader source codes into abstract syntax tree(AST), which means the shader codes are parsed into many types of ast nodes, such as input attribute and output variable. At this time, it can assign a explicit layout to the input shader variables and save the layout in shader header.

            • While initializing the graphics pipeline, the pipeline layout can be created according to the shader header.

            Above is just my guess of possible implementation.

            Source https://stackoverflow.com/questions/69082080

            QUESTION

            WebGL Recreate Overlapping Triangles
            Asked 2021-Sep-03 at 13:19

            I'm trying to create a program without css that displays several overlapping triangles on a black background. Once I can get the triangles to display (like in the picture attached only with different colors), I need to implement either a z-buffer or a painter's algorithm; but first, I can't figure out what's wrong in the code below that they aren't displaying at all. I think it's an issue with my shaders perhaps?

            ...

            ANSWER

            Answered 2021-Sep-03 at 13:19

            There are four mistakes in the code. I corrected the mistakes and added explanations. Here is the working code:

            Source https://stackoverflow.com/questions/69038974

            QUESTION

            HLSL how to pass constant buffer as a whole to functions, instead of per member
            Asked 2021-Aug-24 at 13:28

            Let's say I have multiple shaders that use the same functionality and I want to move it to a separate function. For example I have multiple vertex shaders that share the same matrix multiplications:

            ...

            ANSWER

            Answered 2021-Aug-24 at 13:28

            In shader model 5, constant buffers are not object or variables, so no, you can't pass then as arguments to functions.

            Your closest way is indeed to work with structs (and make sure that you use the struct both in the cbuffer declaration and as function input.

            Source https://stackoverflow.com/questions/68876052

            QUESTION

            How can sizeof childclass be used in a parent template class with the child class as a template argument?
            Asked 2021-Jul-07 at 22:18

            I'm reverse engineering and recreating a program which implements global static singletons. "A" would be a class that is stored in the singleton, and "B" is the singleton itself. Is there any way to make the following code work?

            ...

            ANSWER

            Answered 2021-Jul-07 at 22:18

            You could do this but it's less than ideal:

            Source https://stackoverflow.com/questions/68293403

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install cbuffer

            You can download it from GitHub.

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