We are going to see a slightly more complex case of Vulkan/GL interoperability where an image is allocated and filled using Vulkan and then it is displayed using OpenGL. This case is implemented in Piglit’svk-image-display test for a 2D RGBA texture (which is one of the most commonly used texture types).
Remember that the code for the test and the Vulkan helper/framework functions as well as the interoperability functions is in tests/spec/ext_external_objects/ Piglit directory.
XDC 2020 was virtual this year due to the covid-19 situation. Despite that, there were many interesting talks and 5 of them were given by Igalians. Like in the previous years Igalia was among the sponsors (a silver sponsor).
We are going to see a very simple case of Vulkan/GL interoperability where an image is allocated using Vulkan and filled using OpenGL. This case is implemented in Piglit’s vk-image-overwrite test for images of different formats.
As there were no conformance tests (CTS) for this extension, and we needed to test it, we have written (and we are still writing) small tests for piglit that allow the exchange and the synchronization of the exchange of resources such as buffers, textures, and depth or stencil buffers.
In a previous post, I wrote about Vkrunner, and how I used it to play with fragment shaders. While I was writing the shaders for it, I had to save them, generate a PPM image and display it to see the changes. This render to image/display repetition gave me the idea to write a minimal tool that automatically displays my changes every time I save the file with the shader code and use it when the complexity of the scene is increasing. And so, I’ve written sdrviewer, the minimal OpenGL viewer for pixel shaders of the video below:
The video mostly shows the behavior of some GL calls and operations with and without the patches that improve the emulation of the ETC/EAC formats on Gen7 GPUs. The same programs run first with the previous ETC/EAC emulation (upper terminal) and then with the new one (lower terminal).
Hair rendering and simulation can be challenging, especially in real-time. There are many sophisticated algorithms for it (based on particle systems, hair mesh simulation, mass-spring systems and more) that can give very good results. But in this post, I will try to explain a simple and somehow hacky approach I followed in my first attempt to simulate hair (the mohawk hair of the video below) using a mass-spring system.