- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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| static void gi_on_gpu(u8* in_bitmap, int w, int h) { | |
| #define num_cascades 7 | |
| static bool initialized; | |
| static gpu_bindgroup_t texture_bindgroup[2]; | |
| static gpu_bindgroup_t cascade_uniform_bindgroup[num_cascades]; | |
| static gpu_bindgroup_t render_uniform_bindgroup; | |
| static gpu_buffer_t vertex_buffer; | |
| static gpu_buffer_t uniform_buffer; | |
| static gpu_pipeline_t pipeline; |