Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 7 of 7

Thread: Image variable capabilities in modern GL hardware

Hybrid View

  1. #1
    Senior Member OpenGL Guru
    Join Date
    May 2009
    Posts
    4,948

    Image variable capabilities in modern GL hardware

    I don't have access to any GL 4.x hardware, so I was curious about something. The OpenGL minimum for the number of atomic counter and image variables requires implementations to allow at least 8 atomic counter variables and image variables. But only in the fragment shader; in other shader stages, the minimum requirement is 0, thus letting implementations disallow their use in those stages.

    Is that a common thing for 4.x-class hardware to do? Or can you reasonably expect 4.x hardware to allow similar image/atomic counter operations in non-fragment shader stages?

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    1,098
    My GTX 580 say is has 16384 atomic counters for each stage and a total of 81920 with 8 buffers for each stage and a total of 40

  3. #3

  4. #4
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    1,098
    Max image uniforms is 8 for each stage and combines 40. max image units is 8 and combines image units and fragment outputs is 16

  5. #5

  6. #6
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    1,098
    My ATI 5800 has 8 atomic buffers and counters in each stage with a combined max of 9. When I tried to retrieve GL_MAX_VERTEX_IMAGE_UNIFORMS etc I get an invalid value error.

Posting Permissions

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