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: randall

Page 1 of 7 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    1
    Views
    1,423

    Hi, You can use ARB_buffer_storage extension...

    Hi,

    You can use ARB_buffer_storage extension with MAP_PERSISTENT_BIT to get direct access to GL buffers.
    On Intel HW you can use INTEL_map_texture extension to get direct access to GL textures.
  2. I've been working with CS on NVIDIA GeForce...

    I've been working with CS on NVIDIA GeForce (driver 326.84) and on Intel Haswell (driver 15.33.0.3262). I am quite happy with the state of the drivers. There are small GLSL bugs here and there but...
  3. Description of UseProgramStages command: If...

    Description of UseProgramStages command:

    If pipeline is a name that has been generated (without subsequent deletion) by
    GenProgramPipelines, but refers to a program pipeline object that has not...
  4. Yes, when using separable programs you have to...

    Yes, when using separable programs you have to declare gl_PerVertex block. NV driver also (correctly) requires it.
  5. This should work: struct Position { ...

    This should work:



    struct Position {
    float x, y, z;
    };

    layout(std430, binding = 0) buffer OutputPositionBuffer {
    Position outPositions[];
  6. Arrays of vec3s have padding on NV driver and I...

    Arrays of vec3s have padding on NV driver and I think that it should have even when using std430.

    1. If the member is a scalar consuming N basic machine units, the base align-
    ment is N .
    2. If...
  7. Replies
    21
    Views
    4,211

    What I am saying is that VAO design and NV driver...

    What I am saying is that VAO design and NV driver design just don't work well together. This is why GL_NV_vertex_buffer_unified_memory extension has been developed, this is why NVIDIA isn't using...
  8. Replies
    21
    Views
    4,211

    One and only one on Linux.

    One and only one on Linux.
  9. Replies
    21
    Views
    4,211

    No, but VAO is obvious optimization and Valve is...

    No, but VAO is obvious optimization and Valve is rather important client. I am sure NVIDIA got reports from Valve about slow VAO, but new drivers still aren't faster in this area.
    Other...
  10. Replies
    21
    Views
    4,211

    VAO state can be changed at any time so the...

    VAO state can be changed at any time so the driver has to treat each bind as "bind for edit" and "bind for draw". AFAIK it is not possible to optimize VAO in NV driver if it was they would do it.
  11. Replies
    21
    Views
    4,211

    It matters. In Core Profile you need VAO yes it...

    It matters. In Core Profile you need VAO yes it is true, but you can gen and bind one at application startup and never undbind it. Then before each draw call configure your arrays with...
  12. In OpenGL 4.3 you have glCopyImageSubData.

    In OpenGL 4.3 you have glCopyImageSubData.
  13. Replies
    5
    Views
    1,389

    I would try sending some dummy data to...

    I would try sending some dummy data to glBufferData instead of passing NULL. NVIDIA has similar problem with textures and ARB_shader_image_load_store. When I initialy pass NULL to glTexImage2D...
  14. Look at GL_ARB_internalformat_query2 extension.

    Look at GL_ARB_internalformat_query2 extension.
  15. Replies
    11
    Views
    2,142

    This is not needed: #extension...

    This is not needed:

    #extension GL_EXT_geometry_shader4 : enable

    You are using 'core' Geometry Shader version not EXT.
  16. Look at GL_ARB_shader_stencil_export extension....

    Look at GL_ARB_shader_stencil_export extension. It is not in core because NVIDIA hardware can't do it. Currently only AMD supports it.
  17. As far as I know bug has been fixed. Every...

    As far as I know bug has been fixed. Every texture lookup I perform works for me. What is your usage scenario that does not work?
  18. Replies
    0
    Views
    1,091

    NVIDIA 310.90 'shared' qualifier bug

    This compute shader works as expected:



    #version 430 core
    layout(local_size_x = 32) in;
    shared int g_shared_data[32];
    //...
  19. Replies
    0
    Views
    1,270

    NVIDIA 310.70 std140 layout bug in SSBO

    I think I have found a driver bug.



    struct Type {
    ivec2 member0;
    };

    layout(std140, binding = 0) buffer Buffer {
    int data0; // offset 0
  20. Yes, NVIDIA is correct in this case. From the...

    Yes, NVIDIA is correct in this case.

    From the GLSL 4.30 spec revision 7, page 52:

    Outside the shading language (i.e., in the API), members are similarly identified except the block name is...
  21. Replies
    5
    Views
    2,083

    After looking at the code I think that you are...

    After looking at the code I think that you are missing the parenthesis. For example variant 2 should be like this:




    continueLoop = (data.x - dimension) < 0 && (data.y - dimension) < 0 &&...
  22. Replies
    5
    Views
    2,083

    This seems like a compiler bug. I would try...

    This seems like a compiler bug. I would try changing from do/while to simple while loop.
  23. If you are using ARB_shader_image_load extension...

    If you are using ARB_shader_image_load extension you should use ARB style formats so: rgba32f (in your case) there is no size4x32 format in ARB version of this extension (only in EXT). Memory...
  24. Replies
    7
    Views
    3,014

    In 4.3 you can use ARB_shader_image_load_store,...

    In 4.3 you can use ARB_shader_image_load_store, ARB_framebuffer_no_attachments and glMemoryBarrier to accomplish what glTextureBarrierNV does. I don't see a point to add yet another feature to...
  25. You can use glGenerateMipmap to do this.

    You can use glGenerateMipmap to do this.
Results 1 to 25 of 153
Page 1 of 7 1 2 3 4