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Type: Posts; User: l_belev

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    Sorry, i got memories of past "arguments" with...

    Sorry, i got memories of past "arguments" with you (they are utterly pointless) and i put an end to it before it gets ugly :)
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    Mantle uses a d3d11-like scheme. While there is...

    Mantle uses a d3d11-like scheme. While there is no official publicly available info, you can gather this by examining the exported functions in mantle32.dll. Among them there are ones for creating...
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    I don't agree that d3d10/11 was good in it's...

    I don't agree that d3d10/11 was good in it's time. In particular the problems with the way it handles the states were exactly the same from the first day the api existed. They are not specific to any...
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    Back in the day when d3d11 was new everyone was...

    Back in the day when d3d11 was new everyone was jointly praising the api and was strongly recommending it. Especially nvidia. Now they all jointly changed the tune.
    While nvidia probably have quite...
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    In my first post where i wrote d3d11+ i actually...

    In my first post where i wrote d3d11+ i actually meant d3d10+ (that is d3d10 and d3d11) but i doubt anyone got confused by that :)

    I forgot to mention about the "expensive" validations. First...
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    how to manage states in ng ogl

    The classic model is separate states while the d3d11+ model is with the states grouped in several packets, which are immutable after creation.
    From my experience i am convinced that the d3d11+ model...
  7. Thread: Documentation

    by l_belev
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    Sorry for not reading your post carefully enough...

    Sorry for not reading your post carefully enough :) For some reason I assumed you were talking about the spec.
  8. Thread: Documentation

    by l_belev
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    Yeah, such is the style of the spec. Its like...

    Yeah, such is the style of the spec. Its like formal math definitions. It doesn't attempt to draw an easy to grasp picture that is friendly for your intuition but just formally describes the rules. I...
  9. Do you use the extensions...

    Do you use the extensions GLX_ARB_create_context_robustness and GL_ARB_robustness?

    See this quote from the GL_ARB_robustness spec:



    It's not very clear to me, but I will assume this only...
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    Generally they tend to reduce the fixed...

    Generally they tend to reduce the fixed functions, not to extend them. I would rather have them remove perspective division altogether and let the shaders do it themselves if they need it.
    Division...
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    You make the assumption that the hw-independent...

    You make the assumption that the hw-independent work finishes with the parsing and any and all possible optimizations are only hardware-specific. This assumption is false and that makes your...
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    sometimes the best way to do something is not the...

    sometimes the best way to do something is not the obvious way. unfortunately people often rush and do the obvious and fail to consider many important perspectives.
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    This is how i imagine it should be: By no...

    This is how i imagine it should be:

    By no means there should by strict GLSL to assembly mapping requirements. The vendors are free to develop their own compilers if they feel they can do better...
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    my opinion is that il instruction set should not...

    my opinion is that il instruction set should not necessarily try to match any hardware. not not even things that are common among all hardwares.
    for example i think it should not have any modifiers...
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    I dont know about CSE, maybe use some generic...

    I dont know about CSE, maybe use some generic assumptions that are statistically best.
    I consider arithmetic transformations among the more important things since often the shaders are very...
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    There is big difference in the two variants. Of...

    There is big difference in the two variants. Of course they both will produce the same result, but you miss the point.
    The difference is that the second can be post-optimizations while the first can...
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    Ok, I will try to explain the reasoning again. I...

    Ok, I will try to explain the reasoning again. I make the assumption that all modern GPUs are essentially scalar, which is mostly true with intel being a special case.
    This means there is no need of...
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    To summarize your post, nvidia and amd are 100%...

    To summarize your post, nvidia and amd are 100% scalar-firendly while intel are semi-scalar-friendly (only fragment shaders).

    But what I know from intel's documentation is that the issue with...
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    I don't know what they do but indeed their...

    I don't know what they do but indeed their program "binaries" appear to be textual ARB assembly plus some binary metadata.
    On the other hand their CUDA/OpenCL uses their own assembly language called...
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    If issuing scalar instruction means 7/8 of the...

    If issuing scalar instruction means 7/8 of the hardware resource is wasted then issuing vec4 instruction means 4/8 (50%) of the resources is wasted. But 4 is the biggest vector size available in glsl...
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    By the way note that the s3 texture compression...

    By the way note that the s3 texture compression case was similar - they added the infrastructure in the specification (glCompressedTexImage2D) but didn't require support for the s3 formats.
    Well,...
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    I see absolutely nothing "ugly" or "hacky" here....

    I see absolutely nothing "ugly" or "hacky" here. It would be clean and nice. Can you formulate at least one objective problem with this suggestion? Is it unintuitive or complicated to use? No. Does...
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    Well one way is to use the existing...

    Well one way is to use the existing infrastructure of glGetProgramBinary/glProgramBinary with special new enum for the binaryFormat parameter. In this case the compiler will be built-in (as is now)...
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    The idea is that a re-vectorizer is not needed...

    The idea is that a re-vectorizer is not needed because all modern GPUs are scalar. So my suggestion is to only support vectored format in the high-level language, which will be converted to scalar by...
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    There are both HW-specific (low-level) and...

    There are both HW-specific (low-level) and general (high-level) optimizations. Both are very important. The high-level ones deal with things like e.g. replacing one math expression with another that...
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