I think officially only GL4 is MIA, but according to: http://jonmacey.blogspot.fi/2013/05/glsl-tessellation-shaders-under-mac-osx.html , GL4 is doable on Mac. I strongly suspect that if one where to...
Type: Posts; User: kRogue
I think officially only GL4 is MIA, but according to: http://jonmacey.blogspot.fi/2013/05/glsl-tessellation-shaders-under-mac-osx.html , GL4 is doable on Mac. I strongly suspect that if one where to...
I'd make it a hint, so nothing actually really testable :P Though, suggesting to GL implementor's to add that to their debug contexts is fine too, but I think this idea will get lost here.
As for...
I am just wondering aloud here, but it seems to me that the core issue that thomas wants to resolve is the reasonably common situation of asking the GPU to compute something but not needing the...
I like Alfonse's suggestion, the idea that the uniform locations that are not explicitly assigned are slightly randomized is a very, very good idea. Also, along the same line, having vertex...
I'd think for a blender shader to work without the whole thing going to junk would require:
No branching. I think this because I'd think that an implementation would "collect" a bunch of...
This is orders of magnitude simpler that a shader stage for ROP. Indeed, with this suggestion, the ROP still does this, and nothing more:
C_s*S op C_d*D
where op is one of add, subtract,...
Currently, the alpha in color blending has far more flexible roles that the other channels, RGB. This is actually 2 parts:
First part, a new function:
glBlendFuncSeparateRGBA(
GLenum...
The current generation of hardware from both NVIDIA and AMD has features that are not exposed in D3D11 at all, for example NVIDIA's bindless texture.
From a simplistic point of view, what I...
I am not claiming that this is for current GL4 hardware, but for "next version of GL" which could mean for GL5.
This is not just early z + write whatever to gl_FragDepth. I really want the depth...
Currently, the blend operations do not allow to use the current values of color buffer A with color buffer B in an MRT set. For example, lets us suppose that there are up to N-color buffers, I would...
The blatantly obvious thing is the following:
1) if a shader has early z-test on, then all writes to gl_FragDepth are ignored (as is currently)
2) if "freaky depth is on", then fragment write...
This I admit is a peculiar sounding suggestion but I have use cases for it. The basic idea is this:
depth test is performed with gl_FragCoord.z, i.e. the depth value determined from rasterization...
Break is not the correct word, the correct word is that it is much more limited. The value taken from the index stream has the range by the index stream type, thus if drawing with GL_UNSIGNED_BYTE,...
Rarely in my case, and to what wish to apply this, means that the indices named between the primitive restart are disjoint, so for my use case the vertex cache issue is mute. For record, my use case...
This suggestion is much more (for me) than a convenience. This is essentially providing a (simple) means to specify a value that changes rarely. Alfhoneses suggestion that rather than making the...
I don't see how to make the interface work with piggybacking it onto the existing primitive restart, because it changes the meaning of an index stream. The current primitive restart implies that the...
It is a new feature, so only new code would use it :p The idea is for the following shader code:
MyType MyArray[N];
/* also applies to samplerBuffer with texelFetch, UBO's, etc */
.
.
As of OpenGL 3.x, primitive restart was added where when enabled if a particular user defined index was encountered, then the primitive creation was restarted (the biggest use case being triangle...
Take a look what mbentrup and aqneup have said: AMD and NVIDIA hardware support "pull model interpolation" which means that since they can use baycentric coordinates to generate interpolator values,...
I did clearly state that the barycentric coordinates may or my not be hanging around. However the original numbers, those from the vertices of a primitive most certainly are. If the barycenric...
This suggestion is relatively straight forward: expose in a useful way the barycentric coordinates of a fragment. I propose the following details:
a built in vec3 giving those coordinates (s0,...
I can appreciate the point of view that swizzling is not sampler state, but I utterly disagree. Call me stubborn, or something else:p. I generally view sampling as how to interpret and filter the...
I don't quite buy that argument.
Indeed, one can easily (ab)use the TextureView interface to do what I am asking for; One point that is worth noting is that texture swizzle does not necessarily...
Oops. Indeed. Note to self: writing too late at night == writing junk.
So my initial comment on TextureView was correct, so.... since one can get the same functionality via TextureView, I have a...
Truly, amazingly, embarrassing. Apparently I cannot read a table :P Oh my, there are two tables I cannot read correctly: looking at table 8.21, DEPTH24_STENCIL8 is NOT in the 32-bit column. So my...