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Thread: Official Bindless Graphics feedback thread

  1. #1
    Administrator Regular Contributor
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    Official Bindless Graphics feedback thread

    NVIDIA just released a new and faster way of rendering with OpenGL, called Bindless Graphics. Bindless Graphics are changes to OpenGL that can enable close to an order of magnitude improvement in the CPU-limitedness of graphics applications. Recent improvements in programmability have focused on additional flexibility in shaders (expanding formats to include more float and integer types, better branching support, etc.) and enabling new features (geometry programs, transform feedback, etc), and while some of these allow offloading parts of certain workloads to the GPU, they don't directly attack the issues that dominate CPU time.

    Bindless Graphics is enabled through two OpenGL extensions. NV_shader_buffer_load and NV_vertex_buffer_unified_memory

    You can read the Bindless graphics tutorial for more detail.

    Let us know how it works for you!

    Barthold
    (with my NVIDIA hat on)

  2. #2
    Intern Contributor
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    Re: Official Bindless Graphics feedback thread

    Just a comment: A lot of updates recently from NVIDIA, nice to see all the updates and browse developer page (like few years back).

    Reading the spec right now, seems nice. Presentation is well made. Currently our application is more CPU + State changes bound than GPU raw power limited, but I aim (hopefully) to test these new extension next week and see If it make a difference.

    Ido

  3. #3
    Junior Member Regular Contributor
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    Re: Official Bindless Graphics feedback thread

    How does this extension interact with Map/Unmap usage patterns? I use map/unmap so I can update the VBO data in another thread. Will it still work?

  4. #4
    Senior Member OpenGL Pro
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    Re: Official Bindless Graphics feedback thread

    Is 8800 support planned? (All beta drivers I can find are for 9200+ only.)

  5. #5
    Junior Member Regular Contributor
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    Re: Official Bindless Graphics feedback thread

    Are these extensions GL 3 only? In the spec, there are examples using GLSL version 1.20, but the header states that the spec is written against OpenGL 3.0.

    I was hoping that NV_shader_buffer_load would have been an extension which allows saving compiled shaders to disk and reloading them later!

    I haven't tried it yet, but it's nice to see that binding blocks of uniforms will now be as fast as changing a pointer.

  6. #6
    Junior Member Regular Contributor
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    Re: Official Bindless Graphics feedback thread

    Quote Originally Posted by Brolingstanz
    Is 8800 support planned? (All beta drivers I can find are for 9200+ only.)
    From the NVIDIA release: "Bindless Graphics is available starting with NVIDIA Release 185 drivers for hardware G80 and up."

  7. #7
    Senior Member OpenGL Pro
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    Re: Official Bindless Graphics feedback thread

    That's what happens when you don't eat your veggies.
    Sorry bout that.

  8. #8
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    Re: Official Bindless Graphics feedback thread

    Blindless Graphics aka (like) one of the good bits from LP.

    Nice one NV, good to see that some of LP has survived in some form.

    Just a shame that AMD wont get in on the act (I say this as an AMD GPU user, so no bias against them); because of that it would be intresting to see how much use this would get in the 'real' world.

  9. #9
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Re: Official Bindless Graphics feedback thread

    Very nice! Great job, NVidia!

  10. #10
    Intern Newbie
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    Re: Official Bindless Graphics feedback thread

    That's really nice !
    But one thing I wonder is, since we are now able to get direct GPU global memory addresses, how does this interact with OpenGL SLI mode ? Is automatic scaling with multiple GPU still working ?

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