Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: BrianDFS

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. Is it valid to emit less than max_verts from a GS?

    I have a geometry shader that does some manual culling in order to reduce the number of vertices that it emits. Initial tests indicate that this is indeed a performance win.

    However, I just...
  2. Re: ATI slow when using ARB_half_float_vertex data

    Um, shouldn't that be 8 for the stride? Half-floats are 2 bytes each. So three of them padded to a 4-byte alignment would require a stride of 8. [/QUOTE]

    Yes, that's correct -- a typo on my part.
  3. Re: ATI slow when using ARB_half_float_vertex data

    Okay, so I went back and played around with the padding again and discovered the following:

    1. Padding or not padding the vertex structure makes no difference when passing in 3 for the "size"...
  4. Re: ATI slow when using ARB_half_float_vertex data

    Yeah, that was my first thought as well. Unfortunately, I already tried padding the vertex structure with a 4th half-float. I'll double check it and test again just to make sure though.

    Thanks...
  5. ATI slow when using ARB_half_float_vertex data

    I just got this code up and running, so it's possible I might have something wrong.

    However, at the moment I'm rendering a 780k+ triangle (1.5M verts) mesh. When using 32-bit floats for the...
  6. Re: ATI: glCreateShader not sharing across contexts

    I just wanted to follow up. ATI/AMD is in the clear. My bad on this one. I'm using Qt for some OpenGL GUI work and it turns out that something less than kosher was happening on the application/Qt...
  7. Re: ATI: glCreateShader not sharing across contexts

    Since you mentioned it, I tested that as well, and glIsProgram does return true for shared shader programs.

    However, the shader objects themselves do not appear to be sharing properly. I build...
  8. Re: ATI: glCreateShader not sharing across contexts

    I tested texture sharing and it appears to work as expected.

    i.e. Create a texture with one context, switch to another and call glIsTexture to confirm that the second context returns true.
    ...
  9. Re: ATI: glCreateShader not sharing across contexts

    Be sure the sharing was done correctly. Test that texture sharing works.
    [/QUOTE]

    I'll double check with texture sharing just to be sure, and report back this afternoon.
  10. ATI: glCreateShader not sharing across contexts

    As the subject line states, glCreateShader does not appear to be sharing shader objects between multiple shared contexts.

    Has anyone else experienced this? Have I misunderstood something. i.e....
  11. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    I think I have sent you the mail about it. Maybe you missed it. [/QUOTE]
    Frank, sorry about that. Somehow I did indeed miss that message. Thanks for the update as well as the suggested workaround....
  12. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    It has not been intermittent for me -- it has been 100%. I sent Frank a copy of the shader program source that was doing it for me. Not sure if he was able to test with that or not.

    For now I'm...
  13. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    So what's the status on this Frank? Have you guys been able to pinpoint exactly what the problem is? I think it's clear at this point that there is definitely a problem with the compiler and at the...
  14. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    Yes, that shader as it's posted there, will indeed work. If you look at the comment on the line where I assign NUM_SAMPLES, you'll see that it breaks (i.e. does not work) if the NUM_SAMPLES value...
  15. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    Just so we're clear on terminology -- it's a for loop fetching texels from a texture (single sampler), not a sampler array.

    Here's the code:

    void main()
    {
    vec4 C = texture( TEXTURE_0,...
  16. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    Thanks for the feedback guys. And yes, it still does not work.

    The shader itself is very simple. It's literally a for loop fetching some texels and computing an average. The count is defined by...
  17. Replies
    36
    Views
    13,472

    Re: ATI problems with variable length for loops?

    If that's the case, then my bad as I must have missed that. However, I have certainly found ATI to be consistent with their implementation of the spec.

    I have not been able to test this on ATI...
  18. Replies
    36
    Views
    13,472

    ATI problems with variable length for loops?

    I'm currently using GLSL 1.5 and have noticed on two separate occasions that ATI cannot seem to handle for loops where the count is a uniform variable instead of a pre-defined constant.

    For...
  19. Need help rendering 3D texture using GS gl_Layer

    I'm having no luck attempting to rendering to a 3D texture using instancing and a geometry shader with gl_Layer.

    glGetError is coming back clean everywhere. All three stages of the shader program...
  20. Replies
    6
    Views
    2,020

    Re: Multiple uniform blocks (is it possible?)

    Alfonse, thanks for the response. That all makes sense. However, the only caveat to that is when you end up with more unique uniform blocks than GL_MAX_UNIFORM_BUFFER_BINDINGS due shader...
  21. Replies
    6
    Views
    2,020

    Re: Multiple uniform blocks (is it possible?)

    Okay, got it working. Wow. It's a bit unintuitive. Basically a level of indirection. It appears the big thing to understand is that you cannot relocate the uniform block. Am I right?

    I have a...
  22. Replies
    6
    Views
    2,020

    Re: Multiple uniform blocks (is it possible?)

    Sorry, but my code is too abstracted to easily post a test case. The best I can suggest is to look at the code in the first link I posted.

    That code along with their suggested changes does not...
  23. Replies
    6
    Views
    2,020

    Multiple uniform blocks (is it possible?)

    After looking everywhere, I cannot find anyone who has discussed successfully getting multiple buffer blocks to work for a shader program.

    I have however found several cases where people have...
  24. Replies
    9
    Views
    7,097

    Re: Uniform Buffer Objects (slow) - help needed

    I just wanted to follow up here. Instead of mapping/unmapping, I'm now calling glBufferData with a pointer to the constant data instead of NULL. This is apparently extremely fast. This is handling...
  25. Replies
    9
    Views
    7,097

    Re: Uniform Buffer Objects (slow) - help needed

    Makes sense. However, for each instance rendered, it's going to require some kind of index into the global array of MTW matrices, right? How is that index (per-object) supposed to be set? Somehow,...
Results 1 to 25 of 39
Page 1 of 2 1 2