View Full Version : How can i convert gl_Position?

Worker

04-01-2013, 12:41 PM

Hello

How can i convert the gl_Position inline parameter-type

from float to double?

All i have tried, has failed.

Has somewhere a little tip for that problem?

Bye

Alfonse Reinheart

04-01-2013, 06:55 PM

You don't. gl_Position is a `vec4`, and you can't redeclare it as a `dvec4`.

Worker

04-02-2013, 01:18 PM

What is the reason for that limitation in shaders?

In opengl it was never a problem using object - and camera positions as doubles.

Aleksandar

04-02-2013, 02:13 PM

Believe it or not, you have never had ability to use doubles in legacy OpenGL.

Doubles are very new in GPU architectures, and they have a pretty limited usage in OpenGL through two extensions: GL_ARB_vertex_attrib_64bit and GL_ARB_gpu_shader_fp64 . Both extensions were approved 3 years ago, and you need SM5 hardware in order to use them.

BTW, why do you think you need dvec4 for clip-coordinates?

Worker

04-02-2013, 02:53 PM

I have always set positions and rotations for objects and camera's with doubles: e.g. for a camera:

sets the rotation matrix(4x4) buf from a quaternion qMem

qMem.getRotation(buf);

and loads it in opengl with

glLoadMatrixd(buf,0);

and sets position (vector thats components are doubles)

glTranslated( position.x, position.y, position.z );

Simulations with big distances in a space, how in our solar system, needs big numbers.

E.G. A 1:1 distance from sun to planet pluto can't be hold in a float.

Shrinking this big distances to floats makes all more complicated.

Alfonse Reinheart

04-02-2013, 05:20 PM

Yes, and the OpenGL implementation would convert them into floats before actually doing anything with them. You were never really using doubles; you'd have gotten the same exact results with `glTranslatef((float)position.x, (float)position.y, (float)position.z);`.

Worker

04-03-2013, 06:43 AM

Do you know why all is limited to floats?

Is there a graphic card that can handle doubles?

tonyo_au

04-03-2013, 07:27 AM

The more recent graphics cards can handle doubles to a limited degree - that is usually a subset of the gpu units; I think it is 1 in 8 on a geForce card, all units on a Quadro card. The instruction execution time is roughly double unlike on a cpu. You can also emulate double precision in the shader but I would not recommend it,

Aleksandar

04-03-2013, 01:36 PM

Do you know why all is limited to floats?

Quite obviously. Why anyone would use doubles where floats serve the purpose, and use die size more efficiently for doubling the number of SP units?

Is there a graphic card that can handle doubles?

I've already answered on this question. But I have to ask you: Why do you need doubles?

By the way, even on the cards that support DP, most calculation cannot be done in DP.

For example: ALL trigonometric, exp, exp2, log, log2, etc.

During answering to this question, I have found something interesting in the GLSL 4.30 spec.

How comes that sqrt and inversesqrt can be calculated in DP when the same hardware unit (Special Functions Unit - SFU) is used for sin/cos, exp2 and log2 and it is SP unit?

Worker

04-03-2013, 02:19 PM

You are right, but I use 2 x sli nvidea gtx 690, so performance is not a problem.

Aleksandar

04-03-2013, 02:35 PM

But it is the problem. Why would GPU vendors cut performance to a half or more just to satisfy 1e-3% of the population? Especially when there is no reason even for them.

You still didn't answer why do you need doubles. But, please, don't repeat the story with the Universe. The whole galaxy can be drawn with the floats just fine.

P.S. Don't get me wrong. You still have to calculate transformations on the CPU using doubles, but transform it to floats before passing to a GPU.

malexander

04-03-2013, 02:51 PM

Even the GTX690 has FP64 performance that is 1/24th that of its FP32 performance. That is a lot of performance loss.

If you need to pass a dvec4 position to a tessellation or geometry shader before it's been projected to clip space, then you can declare your own varying via 'out dvec4 pos'. But to have double-precision gl_Position which is in the range [-1, 1], that's like measuring down to the micrometer and then cutting with an axe. The rasterizer simply does not need that kind of precision. You're going to be limited by the pixel samples of the framebuffer, which even at a 4x supersampled 2560x1600 resolution are easily representable with float precision.

Worker

04-03-2013, 02:56 PM

I need double's, to have better accurateness in physcal calculations.

Calculations with very big numbers or very tiny numbers with floats is

just to inaccurate. You can see the big difference in a simple "mandelbrot shader".

Beside that, most calculations, how the camera, needs only multyplying

some quaternions and store the resulting position in an uniform dvec3.

If i need triginomertric functions, i use java's math lib, that has mainly all result's already as doubles.

The sqrt function is very often used (e.g unit vector's) in calculations. Only using floats ,

especially in subsequent calculations, is not a good practice?

Worker

04-03-2013, 03:43 PM

If i calculate e.g. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

All values (gl_Position.x, gl_Position.y,gl_Position.z) already in the range [-1,1]??

Comes that not later with the perspective divide (gl_Position.x/gl_Position.w, gl_Position.y/gl_Position.w, gl_Position.z/gl_Position.w)?

Aleksandar

04-03-2013, 03:53 PM

I need double's, to have better accurateness in physcal calculations.

Calculations with very big numbers or very tiny numbers with floats is

just to inaccurate.

I agree, but you have asked for gl_Position. Yes, there are problems with calculation. Unfortunately, it requires some gymnastics.

Beside that, most calculations, how the camera, needs only multyplying

some quaternions and store the resulting position in an uniform dvec3.

It can be downcast to floats without lost of precision of the orientation. Rotations smaller than 1e-4 degrees are not visible.

If i need triginomertric functions, i use java's math lib, that has mainly all result's already as doubles.

I was talking about trigonometric functions calls in GLSL, not in Java. You are happy if your shaders are simple and do not require more complicated calculation using trigonometry, logs or exponents. In that case you'll find out how precision of FP is terrible.

Aleksandar

04-03-2013, 03:56 PM

That's what we all tried to explain. Single precision is terrible for many applications, but not for gl_Position.

Worker

04-03-2013, 05:20 PM

The gl_Position parameter ist a value in "clip space"

before a perspective divide is made?

E.g. (gl_Position.x/gl_Position.w, gl_Position.y/gl_Position.w, gl_Position.z/gl_Position.w)

With floats and with doubles the values are both in the range[-1,1] (the visible)

Only the accuracy with doubles is better. Its how a vector one in float or in double, who becomes a unit vector.

Do you see what i mean?

Then what is, if my clip frustum has a far plane z-value that is bigger as a float,

and a visible point in this clip space is also bigger as a float?

For that, gl_Position must be a double.

For a later perspective divide it was not a problem in my opinion.

Worker

04-03-2013, 05:34 PM

<Rotations smaller than 1e-4 degrees are not visible.>

Think about a realtime simulation. Earth rotating or rotating earth around the sun.

The rotating steps per second or frames per seconds (2500-3000 )

are realy tiny, but must be drawn with correct values. Latest in a hour

you can see that the sum of this little steps has the earth a bit rotating.

Alfonse Reinheart

04-03-2013, 07:00 PM

Think about a realtime simulation. Earth rotating or rotating earth around the sun.

You should be doing your computations for the current position of the Earth in double-precision, then converting to single-precision when rendering. You need a separation between "the values I use in my physics simulation" and "the values I use to draw with".

Even if that physics simulation is happening on the GPU, you still shouldn't be writing its results directly to `gl_Position`.

Worker

04-04-2013, 06:26 AM

I think i have found a workarround.

I make the perspective divide self and shrink to floats after that

and not before.

E.g.

dvec4 posi = modelviewprojectionmatrix * vertex;

posi.x /= posi.w;

posi.y /= posi.w;

posi.z /= posi.w;

gl_Position = vec4( posi.x, posi.y, posi.z, 1.0 );

tonyo_au

04-04-2013, 03:51 PM

Another way to handle this is to convert your corrdinates to a relative origin in the vertex shader. The easy origin to use is the camera.

mbentrup

04-05-2013, 02:36 AM

dvec4 posi = modelviewprojectionmatrix * vertex;

posi.x /= posi.w;

posi.y /= posi.w;

posi.z /= posi.w;

gl_Position = vec4( posi.x, posi.y, posi.z, 1.0 );

This will make all varyings behave as if they were declared "noperspective".

Also note that after viewport transformation the vertex coordinates are usually converted to fixed-point numbers with quite low sub-pixel precision (4 bits seems to be common), so in the end you'll have only ~16 bits of precision in the rasterizer anyway (if you assume 12 bits for the pixel coordinate). The precision of float is good enough to handle that.

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