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Type: Posts; User: vhammer

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    Yes I understaood that much but there is still...

    Yes I understaood that much but there is still the potential of a hit after the a PBO has been unmapped and remapped. I'm testing with 3 fixed PBO's mapping unmapping and remapping them and there are...
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    But the problem is that it obliterates any...

    But the problem is that it obliterates any advantage of using the PBO: that first hit takes much longer than sending all the data through glTexImage2D
    I'll look at some different PBO flags...
    Also...
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    Yes this sort of thing is still relevant on the...

    Yes this sort of thing is still relevant on the two nVidia boards I've been testing. The 8bit code path seems relatively consistent. With transfer to the card (4kx4k 4 channels) being ~50ms and read...
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    Yes you're right it's actually the memcpy in my...

    Yes you're right it's actually the memcpy in my code that is taking an inordinate amount of time (first of all I'm on x64 so I figured that might be a factor, secondly I thought of using pinned...
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    Yes that's exactly what I'm trying to do. There...

    Yes that's exactly what I'm trying to do. There is also the promise in the link in my first post to this thread that the transfer can be made completely asynchronous using threading. With my initial...
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    Because they are so slow

    Because they are so slow
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    Of course, and I'm dying for info on how to...

    Of course, and I'm dying for info on how to trigger those new hw based 'Copy Engines' in the NVidia Fermi+ architecture. But in practice (except for the most common formats) the data transfer /...
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    Wow so that implies that the data efficiently...

    Wow so that implies that the data efficiently blasted to the GPU in the PBO will be copied back to RAM converted and sent to the texture the old way. Would it still be asynchronous? OK I'll keep an...
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    quick question about PBO's and glTexImage

    I'm confused about the function of the parameters of glTexImage2D when used with a PBO. I assume that the format and type parameters are ignored? (as I understand in the traditional non-PBO usage...
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    Ah... you are correct... that is exactly my...

    Ah... you are correct... that is exactly my misunderstanding! Thanks!!
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    Yes that's what I'm after but where I'm stuck is...

    Yes that's what I'm after but where I'm stuck is how can I transfer my 16bit per channel float textures to a PBO (without losing precision) if the PBO only supports 8bit per channel?
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    Yes but with that you may be answering my...

    Yes but with that you may be answering my followup question:
    Perhaps since pbuffers have their own context they can run in a separate thread and you can do non-blocking transfers.... but if 16 & 32...
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    OK I guess FBO's are the way to go these days. ...

    OK I guess FBO's are the way to go these days.

    So can I do threaded data transfers to FBO's as is described with PBO's here:...
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    What ever happened to 16bit float pbuffers?

    OK I've been off doing other things for several years and I've dusted off some old shader code that processes 16bit per channel images using a pbuffer. As it turns I can not obtain a pbuffer setting...
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