www.supergoodcode.com
Open in
urlscan Pro
2606:50c0:8003::153
Public Scan
Submitted URL: http://zmike.github.io/
Effective URL: https://www.supergoodcode.com/
Submission: On April 21 via api from GB — Scanned from GB
Effective URL: https://www.supergoodcode.com/
Submission: On April 21 via api from GB — Scanned from GB
Form analysis
0 forms found in the DOMText Content
MIKE BLUMENKRANTZ Super. Good. Code. Blog About DO NOT LET YOUR MEMES BE DREAMS Read More BRANCH ANOTHER QUARTER DOWN Read More BIG MARGE JUST IN TIME Read More RELEASE THE KRAKEN ECOSYSTEM VICTORY Read More SPRINT MARCH FORWARD Read More CUBISM AT LAST Read More MEMES THEY SAY AN IMAGE MACRO CONVEYS AN ENTIRE DAY OF SHOUTING AT THE COMPUTER Read More WHAT BLOGGING: THAT THING I FORGOT ABOUT Read More HERE WE GO 22.0 Read More WEW CHECKING IN Read More ZINK 4EVER IT’S HAPPENING (FOR REAL) Read More ANNOUNCING KOPPER SUSPICION Read More LEAKS WE NEED TO TALK Read More HOW TO BUG THIS IS A SERIOUS BLOG Read More CHOO CHOO CHUG-A-CHUG-A-CHUG-A-CHUG-A-CHUG-A Read More NEW YEAR NEW ME WE BACK Read More THE FINALE LAST POST OF THE YEAR Read More NV ENVY WHAT IF ZINK WAS ACTUALLY THE FASTEST GL DRIVER? Read More PIPE MAGIC COPPER: IT’S A THING (SORT OF) Read More THE FUTURE IS NOWISH A LONG TIME COMING Read More REAL BENCHMARKING EVERYONE KNOWS… Read More INLINE 2.0 UBERCTS Read More NOVEMBER WHAT’S EVEN HAPPENING Read More THE END OF ZINK …FOR 2021 Read More A BRIEF RESPITE I’M BAD AT BLOGGING Read More UNDERWATER ES: BUT WHY I got a request recently to fix up the WebGL Aquarium demo. I’ve had this bookmarked for a while since it’s one of the only test cases for GL_EXT_multisampled_render_to_texture I’m aware of, at least when running Chrome in EGL mode. Read More ZINK IS OVER ZINK IS OVER: THIS TIME I’M SERIOUS. Read More IM DONE ZINK IS OVER Read More ZERO TO HERO THE STRUGGLE CONTINUES Read More SUBMERGED WE BACK Read More TIMELINES DEEPER INTO SOFTWARE Read More THE UPDATE THIS IS A TITLE Read More AT LAST IT HAPPENED. Read More GRATITUDE THE UNSUNG HEROES Read More DIFFERENT AGAIN BREAKING: THIS IS NO LONGER A ZINK BLOG Read More FINALLY WE DID IT Read More TO THE NINES FAST FRIDAY Read More SUBALLOCATE ME I SAID I WOULD Read More I'M GONNA PRETEND I DIDN'T SEE THAT MEMES Read More MEMBA WHEN REMEMBER WHEN… Read More SIDEJACKED I HATE CONSTRUCTION. Read More BREAKING STOP THE OPTIMIZING Read More TEMPLATE ME USING POWER FOR EVIL Read More HHHHHHHHHHHHHH CLICK PLAY Read More BACKISH WEW Read More FAREWELL OLD FRIEND YOU WILL BE MISSED Read More BETWEEN LOADS TFW LONG GAME LOADS Read More SPARSE BUFFERING Read More YOU WANT IT I GOT IT WOOSH Read More NOT A PRANK I’M TRYING Read More A REMINDER DO AS I SAY, NOT AS ZINK DOES Today, a brief post and lamentation. Read More DESCRIPTION YEAH, AGAIN Read More LAYIN THAT PIPE ENHANCE YOUR PIPE! Read More A MORE ACCURATE UPDATE WHERE WE AT Read More GETTING BACK IN SUPERPOSITION Read More WHAT HAPPENED TO BLOGGING? A NEW POST Read More DELETE THE CODE A LOSING BATTLE Read More NOTES QUICKLY: ES 3.2 Read More ROADMAPPING WHAT’S NEXT Read More TWO WITH ONE BLOW BY NOW Read More NEW ORDER Read More MILESTONE IF YOU’RE ON INTEL… Read More NV ALL IN A DAY’S WORK I posted yesterday in brief about zink on nvidia blob, But what actually was necessary to get this working? Read More MO CARDS MO PROBLEMS WHAT IS EVEN HAPPENING ANYMORE Thanks once again to my generous sponsors at Valve, as well as a patch from a GLX guru with the very accurate commit log “I hate everything.”, I put in a little time today and came up with this: Read More SAMPLIN OVERHEAD MIGRATION Read More ITSHAPPENING.GIF RETURN OF THE BLOG Read More OVERHEAD A QUINTESSENTIAL METRIC Read More HOLD EM A DIFFERENT STRATEGY Read More WHY DO I DO THESE THINGS SOME PEOPLE WILL APPRECIATE THIS Read More NEW YEAR NEW CORRECTIONS IT HAPPENS Read More INLINING PROBLEMS AWAY A DIFFERENT SORT OF OPTIMIZATION Read More POLL()ING FOR WSI A NEW SYNC Read More REBASE ME OUT OF HERE ETOOMUCHREBASE Read More DIFFERENTLY CACHED MEMCPY HARDER Read More ALPHA FIRST THE NAME OF THE GAME Read More POINTERS TO BEGIN This is the journey of how zink-wip went from 0 fps in RPCS3 to a bit more than that. Quite a bit more, in fact, if you’re using RADV. Read More EMULATION IN MANY FORMS Read More NEW STRATEGY NEW WEEK, NEW IDEA Read More COUNT HARDER COUNTING I keep saying this, but I feel like I’m progressively getting further away from the original goal of this blog, which was to talk about actual code that I’m writing and not just create great graphics memes. So today it’s once again a return to the roots and the code that I had intended to talk about yesterday. Read More SUBTLE MOVEMENTS ALRIGHT, BUT NOW I’M REALLY BACK Read More STARTING OVER NEW GAME+ Read More DON'T CALL IT A COMEBACK I’VE BEEN HERE FOR… Read More ROUNDUP 20201122 ANOTHER BRIEF REVIEW Read More ROUNDUP 20201115 A BRIEF REVIEW Read More LAST DAY THIS IS THE END Read More ARCHITECTURE IT’S TIME. Read More BRINGING THE HEAT NEW HOTNESS Read More INVALIDATION BUFFERING Read More CATCHING UP NEVER SEEN BEFORE Read More BLENDED BRAIN HURTY Read More AN UPDATE BUSY, BUSY, BUSY Read More PERFORMANCE CAN ONLY INCREASE JUMPING RIGHT IN Read More BACK TO BEING INTERESTING MOAR DESCRIPTORS Read More CACHE HARDER DESCRIPTORS ONCE MORE Read More BACK TO CACHING I SKIPPED BUCKET DAY Read More BACK TO BASICS HEALTHIER BLOGGING Read More AUTOMATE A SHOWCASE Read More PERHAPS YOU THOUGHT I WAS FINISHED BUT NO, I’M NOT Read More ENGAGE THRUSTERS PERFORMANCE 2.0 Read More ACCELERATE FINALLY, PERFORMANCE Read More WILL IT BLEND ADVENTURES IN BLENDING Read More DYNAMISM VIEWPORTING Read More LONG WEEK BLOG RETURNS Read More DRAW PARAMETERS HOO BOY Read More QUERY STATS LONG, LONG DAY Read More FUNDAY JUST FOR FUN Read More MORE MAP GAINS THE OPTIMIZATIONS CONTINUE Optimizing transfer_map is one of the first issues I created, and it’s definitely one of the most important, at least as it pertains to unit tests. So many unit tests perform reads on buffers that it’s crucial to ensure no unnecessary flushing or stalling is happening here. Read More BUFFER RANGING A QUICK OPTIMIZATION Read More TEST XZIBITING BENCHMARKING VS TESTING Read More GEOMETRY OVERVIEW AT LAST, GEOMETRY SHADERS Read More ZINK GAINS PART ONE A DIFFERENT FRIDAY Read More BORDERS EXTENSIONS EXTENSIONS EXTENSIONS Read More CLEAR OUT GLCLEAR Read More TESSELLATION THE TESSELLATING COMMENCES Read More VICTORY LAP AFTER SOME TIME Read More XFB AND BARRIERS YET ANOTHER XFB POST Read More XFB REDUX XFB: THE RE-RETURN OF THE SEQUEL I DIDN’T WANT Read More FORMATTING ENUM PIPE_FORMAT One thing that’s everywhere in mesa (at least outside of mesa core) is enum pipe_format. This enum is used to describe image formats. The general way that it works is that there’s a hook in struct pipe_screen: /** * Check if the given pipe_format is supported as a texture or * drawing surface. * \param bindings bitmask of PIPE_BIND_* */ bool (*is_format_supported)( struct pipe_screen *, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, unsigned storage_sample_count, unsigned bindings ); Each gallium driver implements this hook, and then gallium queries the driver before creating a resource using a given format and then also before using a created resource in various ways. Read More SHADER TESTING POST-STORM POSTING I’m back, and today’s topic is testing. Read More ANOTHER MINOR ANNOYANCE INSTANCING Read More PRIMITIVE PAIN QUERIES AGAIN Read More DEBUGGING THE HIDDEN DANGERS OF STATE TRACKING Read More VERSIONING HOW DO MESA VERSIONS WORK? Read More INTERNAL CHANGES VARIABLE LISTS Today I’m going to briefly go over a big-ish API change that’s taking place as a result of a MR from Jason Ekstrand. Read More FAST FRIDAY SPEC HARDER Read More PARTIAL WRITES A SLOW DAY Read More SHADER PROCESSING LAST OF THE VERTEX PROCESSORS Read More GROSS RESTARTS DIRECTING INDIRECTION Read More MEMORY I’M BACK Read More TIMESTAMPS WE’RE BACK Read More ANIRTOMY NIR PASSES Read More EXTENSIONS SOMETHING DIFFERENT Read More RESTART PRIMITIVE RESTART Read More STATUS UPDATE A QUICK BREAK I’ve been blogging pretty in-depth about Zink and related code for a while, so let’s do a quick roundup with some future blog post spoilers. Read More TESTING ACCIDENTS SOMETHING MORE RECENT Read More FRAGCOLORS EXTENSIONS EXTENSIONS EXTENSIONS Read More SMOL EXTENSION ARB_ARRAYS_OF_ARRAYS Read More UBO SIGHTING AT LAST It’s time to finish up UBO support in this long form patch review blog series. Here’s where the current progress has left things: Read More BINDING LOCATIONS NO TIME TO WASTE Read More NIRLY THERE ASSERT()GERY Read More OPENGL 3.1 LONG WEEKEND Read More BRIEFLY PIGLIT A QUICK WORD Read More WHEN MATHS GET WEIRD SHADER ALUS Read More ANATOMY OF A SHADER BUGFIX SOMETHING DIFFERENT Read More A STEP BACK FINALLY, AN INTRODUCTION Read More SLOTS A NEW PROBLEM Read More QUERY FINISHING TOUCHES TESTING TESTING TESTING Read More QUERY OVERWHELMING THE OVERFLOW PROBLEM Read More QUERY RESETS TO START WITH Read More QUERY INTERRUPTED SHORT POST TODAY Read More QUERIES THE NEXT PROBLEM Read More THE SAGA CONTINUES MORE FIXES Yesterday I covered the problems related to handling gl_PointSize during the SPIR-V conversion. But there were still more problems to overcome. Read More BUT IT WAS NOT OVER THERE’S ALWAYS MORE TESTS Read More FINALLY EXTENSIONS WHAT ARE EXTENSIONS? Read More QUERYING XFB QUERIES: WHAT ARE THEY? Read More DRAWING AT LAST QUICK RUNTHROUGH This xfb blog series has gone on for a while now, and it’d be great if it ended soon. Unfortunately, there’s a lot of corner cases which are being found by piglit, and the work and fixing continue. Read More STREAM OUTPUT TO BEGIN… Stream output is another name for xfb closer to the driver level. Inside mesa (and gallium), we’ll commonly see different types related to struct pipe_stream_output_* which provide info about how the xfb info is output to its corresponding buffers. Read More XFB AND ME GETTING DEEPER After getting the extensions and features enabled so things would run (more on this in a future post), I dove into the deep end of ntv because I was getting some crazy assert() errors. Read More TRANSFORM FEEDBACK: WHAT IS IT? BUT REALLY, WHAT IS IT? Read More NEW BLOG WHO DIS After years of using one blog, then using a number of different blogs, then not blogging at all, I’m now blogging once more. Currently, the plan is to focus on mesa code that I’m working on, specifically (at least for now) zink code. Read More