Artefacts (BC problem) #149
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Hi there @GlinkoNeverhood Yes, in fact that approach is exactly what Vortek does: From here, the GPU performs the necessary computes and rendering onto an output image, which is then sent back to the application to present (actually show the image to the end user) Of special interest is that For this project, since it's more of a programming challenge for myself, I'm actually setting out to perform this decompression using GPU-assisted mini-programs (called compute shaders in the gfx programming world). With bcdec, what you're effectively doing is:
This has a couple of drawbacks:
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I have a lot of graphic bugs (artefacts) in some games in winlator in my exynos2400 - i think that its BC problem.
here is formats from vulcan for my proc:
https://vulkan.gpuinfo.org/displayreport.php?id=38484#formats
i'm not a dev, just a simple user, but if im right vkd3d takes commands from D3D12 and converts them into corresponding Vulkan API calls, then, as I understand it, Vulkan sends data already to the GPU, at this stage, apparently there is some kind of texture handler? (probably a decompressor BC) which probably already renders them for output? the question is, is it possible to embed something like a texture handler in a different format in this chain?
D3D12 - > VKD3d -> Vulkan -> BC -> GPU -> Render (image)
something like this -
https://github.com/jhinzuo/bcdec
mb its not a correct question to place it here. sorry for that.
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