Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Page 13 of 19 FirstFirst ... 31112131415 ... LastLast
Results 121 to 130 of 184

Thread: Official feedback on OpenGL 4.0 thread

  1. #121
    Advanced Member Frequent Contributor
    Join Date
    Apr 2009
    Posts
    578

    Re: Official feedback on OpenGL 4.0 thread

    On DSA and why it is more than just a convenience, see slide 67 of http://www.slideshare.net/Mark_Kilga...gl-32-and-more

    But in all honesty, that the state is not shadowed is kind of screwy... we are not talking alot of data really... if we think about it, most objects just have a few bytes of state (here for example for textures I am not talking about the texture data itself but all the glTexParameters) so even if one had one million GL objects running around, it is not a lot of data...the only object that may have a fair amount of state is GLSL programs (as they save the values of uniforms) but one does not query those values anyways..

  2. #122
    Super Moderator Frequent Contributor Groovounet's Avatar
    Join Date
    Jul 2004
    Posts
    934

    Re: Official feedback on OpenGL 4.0 thread

    New topic, precision qualifiers: highp mediump lowp.

    How does it works with "double"? I expect
    lowp vec4 Color; to actually be a vec4 of half-float.
    What about:
    highp vec4 Color; would is be a vec4 of double-float?
    And finally:
    lowp dvec4 Color; ???
    mediump dvec4 Color; ???
    highp dvec4 Color; ???

    I have found any detail about that...

  3. #123
    Junior Member Regular Contributor
    Join Date
    Nov 2009
    Location
    France
    Posts
    114

    Re: Official feedback on OpenGL 4.0 thread

    lowp/mediump/highp are currently ignored on desktop implementations (at least on amd). they are supported to ease porting of ES apps.
    Pierre B.
    AMD Fellow

  4. #124
    Super Moderator Frequent Contributor Groovounet's Avatar
    Join Date
    Jul 2004
    Posts
    934

    Re: Official feedback on OpenGL 4.0 thread

    My own little OpenGL 3.3 review:
    http://www.g-truc.net/post-0267.html

  5. #125
    Senior Member OpenGL Guru Dark Photon's Avatar
    Join Date
    Oct 2004
    Location
    Druidia
    Posts
    3,124

    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by kRogue
    On DSA and why it is more than just a convenience, see slide 67 of http://www.slideshare.net/Mark_Kilga...gl-32-and-more
    Wow. Amazed at all the DSA dittos with nobody asking for bindless.

    What I'd really like to see in 4.1 is the huge perf benefit of NV bindless batches in the core (namely just NV_vertex_buffer_unified_memory), or at least EXT/ARB extension. Convenience (DSA) is good, but performance sells.

    But to add my voice, great job to the ARB on the 3.2/4.0 specs! An amazing amount of excellent work! Been said before, but this is like unwrapping Christmas presents.

  6. #126
    Senior Member OpenGL Pro Ilian Dinev's Avatar
    Join Date
    Jan 2008
    Location
    Watford, UK
    Posts
    1,270

    Re: Official feedback on OpenGL 4.0 thread

    I second bindless, and really hope for shader_buffer_load .

  7. #127
    Member Regular Contributor
    Join Date
    Oct 2006
    Posts
    352

    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by Dark Photon
    Quote Originally Posted by kRogue
    On DSA and why it is more than just a convenience, see slide 67 of http://www.slideshare.net/Mark_Kilga...gl-32-and-more
    Wow. Amazed at all the DSA dittos with nobody asking for bindless.
    I guess this has something to do with how fragile bindless graphics are (or seem to be).
    [The Open Toolkit library: C# OpenGL 4.4, OpenGL ES 3.1, OpenAL 1.1 for Mono/.Net]

  8. #128
    Super Moderator Frequent Contributor Groovounet's Avatar
    Join Date
    Jul 2004
    Posts
    934

    Re: Official feedback on OpenGL 4.0 thread

    This post give a clue on how AMD will emulate double on Radeon 57XX <

    http://oscarbg.blogspot.com/2009/10/...rt-in-gpu.html

    I quite expect GeForce GTS 450 or so to do the same ... as everyone else actually.

    Is anyone as ever had a need of double for something on the GPU?

    The only need I ever had of double was back when I was student and I did some kind of physic simulation based on dynamics and probably not the most clever implementation. Double help to maintain computation stability.

  9. #129
    Senior Member OpenGL Guru Dark Photon's Avatar
    Join Date
    Oct 2004
    Location
    Druidia
    Posts
    3,124

    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by Stephen A
    I guess this has something to do with how fragile bindless graphics are (or seem to be).
    Could you clarify that? I don't find it "fragile" at all.

    And the API mod for mere bindless batch support is so very, very simple, non-intrusive, and "intuitive". I'd take that alone! (i.e. vertex_buffer_unified_memory). shader_buffer_load is cool but could follow later IMO.

  10. #130
    Senior Member OpenGL Guru
    Join Date
    May 2009
    Posts
    4,948

    Re: Official feedback on OpenGL 4.0 thread

    Is anyone as ever had a need of double for something on the GPU?
    Scientists do. I imagine the guys working on Folding@home are frothing at the mouth to get more bits of precision and IEEE-754-2008 support into more people's houses.

    But scientists care more about this getting into OpenCL than OpenGL.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •