mjestecko/articles/links-of-the-open-world-programmer/page.mmd
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Title: Links of the Open World Programmer
Brief: Various links to articles and technical documentation I've found along the way of making my engines, mostly centered around OpenGL.
Date: 1714393506
Tags: Programming, OpenGL, GLSL, Generation
CSS: /style.css
## optimization articles
- [Various instancing hacks and methods, with benchmarks](https://solhsa.com/instancing.html)
- [Buffered memory can have drastic differences in read speed](https://community.intel.com/t5/Developing-Games-on-Intel/glMapBuffer-reading-mapped-memory-is-very-slow/td-p/1059726)
- [Selecting device is problematic with opengl, but there are some hacky ways](https://stackoverflow.com/questions/68469954/how-to-choose-specific-gpu-when-create-opengl-context)
- [For linux environments it's a lot messier](https://bbs.archlinux.org/viewtopic.php?id=266456)
- [About vertex caching in instanced draw](http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html)
- [Two level indexing](https://stackoverflow.com/questions/11148567/rendering-meshes-with-multiple-indices)
- [OpenGL Insights](https://openglinsights.com/)
- [Da Pipeline](https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/)
- [Apple guide on GLES](https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html)
- [About GPU cache](https://www.rastergrid.com/blog/gpu-tech/2021/01/understanding-gpu-caches/)
- [Nvidia guide](https://docs.nvidia.com/drive/drive_os_5.1.6.1L/nvvib_docs/index.html#page/DRIVE_OS_Linux_SDK_Development_Guide/Graphics/graphics_opengl.html)
- [Optimizing Triangle Strips for Fast Rendering](http://www.cs.umd.edu/gvil/papers/av_ts.pdf)
- [TEGRA specific GLES2 guide](https://docs.nvidia.com/drive/drive_os_5.1.6.1L/nvvib_docs/DRIVE_OS_Linux_SDK_Development_Guide/baggage/tegra_gles2_performance.pdf)
- [List of old NVidia GLSL pragmas](http://www.icare3d.org/news_articles/nvidia_glsl_compiling_options.html)
- [Radeon 9XXX series optimization guide](https://people.freedesktop.org/~mareko/radeon-9700-opengl-programming-and-optimization-guide.pdf)
- [GLSL optimizations](https://www.khronos.org/opengl/wiki/GLSL_Optimizations)
- [IPhone 3D Programming book](https://www.oreilly.com/library/view/iphone-3d-programming/9781449388133/bk01-toc.html)
- [Article about cache utilization tips and techniques](https://johnnysswlab.com/make-your-programs-run-faster-by-better-using-the-data-cache/)
- [Pixel Buffer Object](http://www.songho.ca/opengl/gl_pbo.html)
- [Screen quads](https://stackoverflow.com/questions/2588875/whats-the-best-way-to-draw-a-fullscreen-quad-in-opengl-3-2)
- [Performance problems with framebuffer swaps](https://stackoverflow.com/questions/10729352/framebuffer-fbo-render-to-texture-is-very-slow-using-opengl-es-2-0-on-android)
- [Matrices inside textures](https://stackoverflow.com/questions/29672810/efficient-way-to-manage-matrices-within-a-graphic-application-using-texture-buff)
- [OpenGL Insights - Asynchronous Buffer Transfers](https://zbook.org/read/448e5c_opengl-insights-university-of-pennsylvania.html)
- [Scene rendering techniques presentation](https://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf)
- [High-performance extension galore](http://behindthepixels.io/assets/files/High-performance,%20Low-Overhead%20Rendering%20with%20OpenGL%20and%20Vulkan%20-%20Edward%20Liu.pdf)
- [NVidia example on shader based occlusion culling](https://github.com/nvpro-samples/gl_occlusion_culling)
- [Packing](http://smt565.blogspot.com/2011/04/bit-packing-depth-and-normals.html)
- [Thread on texture DMA when transferring](https://community.khronos.org/t/texture-performance/49104)
- [More recent DMA thread](https://community.khronos.org/t/direct-memory-access-in-opengl/108312/22)
- [Mesa driven GLSL optimizer, might be relevant for devices with poor optimizing compilers](https://github.com/aras-p/glsl-optimizer)
- [In-depth OpenGL feature overview with hardware support listed](https://www.g-truc.net/doc/Effective%20OpenGL.pdf)
- [Z-order curve to increase locality of multidimensional data](https://en.wikipedia.org/wiki/Z-order_curve#Texture_mapping)
- [Thread group locality](https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/)
- [Shader-db to prove instruction counts](https://blogs.igalia.com/apinheiro/2015/09/optimizing-shader-assembly-instruction-on-mesa-using-shader-db/)
- [Texture cache](https://computergraphics.stackexchange.com/questions/357/is-using-many-texture-maps-bad-for-caching)
- [Hierarchical Z map occlusion culling](https://www.rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/)
- [Reducing driver overhead](https://gdcvault.com/play/1020791/)
- [Persistent mapping](https://www.khronos.org/opengl/wiki/Buffer_Object#Persistent_mapping)
- [Post transform cache friendly way of rendering regular grids](http://www.ludicon.com/castano/blog/2009/02/optimal-grid-rendering/)
- [Discussion on above](https://community.khronos.org/t/optimize-grid-rendering-for-post-t-l-cache/72272/9)
- [Vertex optimization on modern GPUs](https://www.tugraz.at/fileadmin/user_upload/Institute/ICG/Images/team_steinberger/Pipelines/HPG-2018_shading_rate-authorversion.opt.pdf)
- [General SIMD usage and techniques](https://repository.dl.itc.u-tokyo.ac.jp/record/48871/files/A32992.pdf)
- [Fragment friendly circle meshing](http://www.humus.name/index.php?page=News&ID=228)
- [Occlusion culling for terrain](https://www.researchgate.net/publication/248358913_Voxel_Column_Culling_Occlusion_Culling_For_Large_Terrain_Models)
- [Billboard quad transformation optimization](https://gamedev.stackexchange.com/questions/201963/efficient-calculation-of-billboard-sprite-transformations)
- [NVidia bindless extensions](https://developer.download.nvidia.com/opengl/tutorials/bindless_graphics.pdf)
- [hacksoflife blog, full of good things](http://hacksoflife.blogspot.com/search/label/OpenGL)
## technical stuff
- [Determinism between opengl vendors](https://stackoverflow.com/questions/7922526/opengl-deterministic-rendering-between-gpu-vendor)
- [Early fragment test, my beloved](https://www.khronos.org/opengl/wiki/Early_Fragment_Test)
- [Shape digitalization](https://tug.org/docs/hobby/hobby-thesis.pdf)
- [Line and circle rasterization](http://www.sunshine2k.de/coding/java/Bresenham/RasterisingLinesCircles.pdf)
- [Occlusion culling of Vintage Story](https://github.com/tyronx/occlusionculling)
- [Minecraft work on cave occlusion, in 2 parts](https://tomcc.github.io/2014/08/31/visibility-1.html)
- [Order independent blending technique](https://jcgt.org/published/0002/02/09/)
- [High performance voxel engine](https://nickmcd.me/2021/04/04/high-performance-voxel-engine/)
- [Monotone meshing](https://blackflux.wordpress.com/tag/monotone-meshing/)
- [Capsule collision detection](https://wickedengine.net/2020/04/26/capsule-collision-detection/)
- [Forsyth vertex cache optimization](https://tomforsyth1000.github.io/papers/fast_vert_cache_opt.html)
- [Depth buffer based lighting](https://www.researchgate.net/publication/320616607_Eye-Dome_Lighting_a_non-photorealistic_shading_technique)
- [Computational Geometry in C (Second Edition)](http://www.science.smith.edu/~jorourke/books/compgeom.html)
- [OpenGL FAQ](https://www.opengl.org/archives/resources/faq/technical/)
- [SGI BSP FAQ](https://web.archive.org/web/20010614072959/http://reality.sgi.com/bspfaq/)
## generational stuff
- [Domain warping](https://iquilezles.org/articles/warp/)
- [Portable and fast Perlin noise in legacy GLSL](https://arxiv.org/abs/1204.1461)
- [Evaluation of GPU noise hashing solutions](https://jcgt.org/published/0009/03/02/paper.pdf)
- [SHISHUA](https://espadrine.github.io/blog/posts/shishua-the-fastest-prng-in-the-world.html)
- [Generalized lattice noise](https://www.codeproject.com/Articles/785084/A-generic-lattice-noise-algorithm-an-evolution-of)
- [Procedural hydrology](https://nickmcd.me/2020/04/15/procedural-hydrology/)
- [Tectonics](https://nickmcd.me/2020/12/03/clustered-convection-for-simulating-plate-tectonics/)
- [Approximation of heightmaps](https://www.cs.cmu.edu/~garland/scape/scape.pdf)
## notable extensions
- [Vertex array locking](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_compiled_vertex_array.txt)
- [Packed pixels](https://people.freedesktop.org/~marcheu/extensions/EXT/packed_pixels.html)
- [Framebuffer fetch](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_shader_framebuffer_fetch.txt)
- [Integer textures](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_integer.txt)
- [Texture swizzle](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_swizzle.txt)
- [Shader binaries](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_get_program_binary.txt)
- [Internal format query](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_internalformat_query2.txt)
- [Direct state access](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_direct_state_access.txt)
- [Texture view](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_view.txt)
- [No error](https://registry.khronos.org/OpenGL/extensions/KHR/KHR_no_error.txt)
- [Trinary min and max](https://registry.khronos.org/OpenGL/extensions/AMD/AMD_shader_trinary_minmax.txt)
- [NV occlusion query, with partitioning, without locking, potentially with less overdraw](https://registry.khronos.org/OpenGL/extensions/NV/NV_conditional_render.txt)
- [ES2 compatibility, can be used to query precision of floats](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_ES2_compatibility.txt)
- [Pipeline stats](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_pipeline_statistics_query.txt)
- [Parallel shader compile](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_parallel_shader_compile.txt)
- [Shader inter group communication](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_shader_ballot.txt)
- [Granular buffer memory control](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_sparse_buffer.txt)
- [Window pos](https://people.freedesktop.org/~marcheu/extensions/ARB/window_pos.html)
- [No perspective interpolation for screen aligned geometry](https://registry.khronos.org/OpenGL/extensions/NV/NV_shader_noperspective_interpolation.txt)
## data representations
- [Efficient varying-length integers](https://john-millikin.com/vu128-efficient-variable-length-integers)
- [Awesome article on hashtables](https://thenumb.at/Hashtables/)
- [Crit-bit trees](https://cr.yp.to/critbit.html)
- [QP tries](https://dotat.at/prog/qp/README.html)