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Graphics-Raycast | GPUbased raycaster for Unity | GPU library

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kandi X-RAY | Graphics-Raycast Summary

Graphics-Raycast is a C# library typically used in Hardware, GPU, Unity applications. Graphics-Raycast has no bugs, it has no vulnerabilities and it has low support. However Graphics-Raycast has a Non-SPDX License. You can download it from GitHub.
GPU-based raycaster for Unity

kandi-support Support

  • Graphics-Raycast has a low active ecosystem.
  • It has 94 star(s) with 11 fork(s). There are 5 watchers for this library.
  • It had no major release in the last 12 months.
  • Graphics-Raycast has no issues reported. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of Graphics-Raycast is current.

quality kandi Quality

  • Graphics-Raycast has 0 bugs and 0 code smells.

securitySecurity

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

license License

  • Graphics-Raycast 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.

buildReuse

  • Graphics-Raycast releases are not available. You will need to build from source code and install.
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Graphics-Raycast Key Features

GPU-based raycaster for Unity

Graphics-Raycast Examples and Code Snippets

No Code Snippets are available at this moment for Graphics-Raycast.Refer to component home page for details.

No Code Snippets are available at this moment for Graphics-Raycast.Refer to component home page for details.

Community Discussions

Trending Discussions on GPU
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Trending Discussions on GPU

QUESTION

Vulkan : How could queues support different features? / VkQueue implementation

Asked 2022-Apr-03 at 21:56

In my understanding, VkPhysicalDevice represents an implementation of Vulkan, which could be represented as a GPU and its drivers. We are supposed to record commands with VkCommandBuffers and send them through queues to, potentially, multithread the work we send to the gpu. That is why I understand the fact there can be multiple queues. I understand as well that QueueFamilies groups queues depending on the features they can do (the extensions available for them e.g. presentation, as well as graphics computations, transfer, etc).

However, if a GPU is able to do Graphics work, why are there queues unable to do so? I heard that using queues with less features could be faster, but why? What is a queue concretely? Is it only tied to vulkan implementation? Or is it related to hardware specific things?

I just don't understand why queues with different features exist, and even after searching through the Vulkan doc, StackOverflow, vulkan-tutorial and vkguide, the only thing I found was "Queues in Vulkan are an “execution port” for GPUs.", which I don't really understand and on which I can't find anything on google.

Thank you in advance for your help!

ANSWER

Answered 2022-Apr-03 at 21:56

A queue is a thing that consumes and executes commands, such that each queue (theoretically) executes separately from every other queue. You can think of a queue as a mouth, with commands as food.

Queues within a queue family typically execute commands using the same underlying hardware to process them. This would be like a creature with multiple mouths but all of them connect to the same digestive tract. How much food they can eat is separate from how much food they can digest. Food eaten by one mouth may have to wait for food previously eaten by another to pass through the digestive tract.

Queues from different families may (or may not) have distinct underlying execution hardware. This would be like a creature with multiple mouths and multiple digestive tracts. If a mouth eats, that food need not wait for food from a different mouth to digest.

Of course, distinct underlying execution hardware is typically distinct for a reason. Several GPUs have specialized DMA hardware for doing copies to/from device-local memory. Such hardware will typically expose a queue family that only allows transfer operations, and those transfer operations may be restricted in their byte alignment compared to transfers done on graphics-capable queues.

Note that these are general rules. Sometimes queues within a family do execute on different hardware, and sometimes queues between families use much of the same hardware. The API and implementations don't always make this clear, so you may have to benchmark different circumstances.

Source https://stackoverflow.com/questions/71729064

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

Vulnerabilities

No vulnerabilities reported

Install Graphics-Raycast

You can download it from GitHub.

Support

For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .