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Type: Posts; User: Gedolo2

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    Got it, the descriptor sets and the bindless...

    Got it, the descriptor sets and the bindless functionality are complementary.
    Would it be good for OpenGL in the future in the next years, not this summer OpenGL 4.6 release, to move both bindless...
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    Can each application window (full-screen and...

    Can each application window (full-screen and windowed/non full-screen) inside a display also have it's own properties (refresh rate, independent synchronization) when supported with graceful...
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    Would adopting descriptor sets in OpenGL improve...

    Would adopting descriptor sets in OpenGL improve functionality and performance?
    Would putting descriptor sets in place of current OpenGL HW abstractions in but not limited to bindless functionality...
  4. Discard the suggestion for an AZDO...

    Discard the suggestion for an AZDO context/profile.
    This far out suggestion would not actually solve anything substantial due to extensions and timing.
    Mainstream OpenGL applications already rely...
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    First and foremost, thanks for bringing feedback...

    First and foremost, thanks for bringing feedback with your constructive criticism and insight into hardware.

    About only bringing in gl_InstanceIndex.
    It's a great idea to bring in...
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    Interesting remark about Vulkan and OpenGL....

    Interesting remark about Vulkan and OpenGL.
    Making OpenGL into Vulkan.



    Abstraction wise, this position OpenGL has brings forth some interesting questions about abstractions and layers.
    What...
  7. Incorporate as much AZDO extensions/functionality as possible in core OpenGL 4.6

    Incorporate as much AZDO extensions/functionality as possible in core OpenGL in 4.6 release.
    AZDO: Approaching Zero Driver Overhead...
  8. Add fragment shader interlock to core OpenGL 4.6

    Put ARB_fragment_shader_interlock in core OpenGL 4.6.
    https://www.opengl.org/registry/specs/ARB/fragment_shader_interlock.txt

    Extend ARB_fragment_shader_interlock functionality to allow using...
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    Put bindless texture in core OpenGL 4.6

    Put bindless texture in core OpenGL 4.6.


    https://www.opengl.org/registry/specs/ARB/bindless_texture.txt
    https://www.opengl.org/wiki/Bindless_Texture
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    OpenGL 4.6 request list

    Please add the following features to OpenGL 4.6

    Add OpenGL ES 3.2 context creation functionality to OpenGL 4.6 core.

    Add the extensions from OpenGL ES 3.2 to core OpenGL.
    Make OpenGL a...
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    You're right I should have been more patient. ...

    You're right I should have been more patient.

    Somebody suggested it to me, thus I added it to my feature request.
    I read the overview section and found it would help in lowering overhead in...
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    It's more the overuse of state machines that bugs...

    It's more the overuse of state machines that bugs me.

    I have not read through all the information on the nvidia extension, was in a hurry.
    Looks like I made a mistake.
    (I am annoyed by their...
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    Suggestion by a poster named efikkan

    http://www.phoronix.com/forums/showthread.php?113933-5-March-Will-Be-A-Very-Exciting-Day-For-Next-Gen-OpenGL&p=471492#post471492






    This will hopefully spark an interesting discussion.
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    @Alfonse Reinheart I might have exaggerated a...

    @Alfonse Reinheart

    I might have exaggerated a bit with my "OpenGL is ridiculously ancient" claim, this claim is a subjective judgement of some features of the API and is a personal opinion. I'm so...
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    Sticky: Sure sparked an interesting discussion. Humus's...

    Sure sparked an interesting discussion.
    Humus's use of Geometry Shader is very useful.

    For the record, I wasn't actually going to suggest removing geometry shader.
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    Modernizing the 4.x line is important. Even with...

    Modernizing the 4.x line is important. Even with the glNext initiative.
    Adding these makes the OpenGL 4.x API compete well with current alternatives. Not coming over hopelessly ancient.
    Provides a...
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    More efficeint drawing of vertex data

    With DSA and bindless textures there is one large, missing part to make the API modern with bindless paradigm. Namely in vertex processing.
    http://www.nvidia.com/object/bindless_graphics.html
    Want...
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    Sticky: Alfonse, glad you keep up and review the new...

    Alfonse, glad you keep up and review the new release with your report and awards.

    Am I reading your criticism of Geometry Shaders right If it seems to say Geometry Shaders are useless?
    Are you...
  19. Agreed. +1 The obsolete functions should be...

    Agreed.
    +1
    The obsolete functions should be deprecated in the next version of OpenGL 4.x, next version would be 4.6 because current version of OpenGL 4.x at time of writing is OpenGL 4.5.

    Please...
  20. OpenGL NG/5 feature request about streaming maps

    OpenGL NG/5 feature request about streaming maps

    Please make sure in the rewrite to have any system of multidraw commands or GPU command buffer to be able to handle streaming maps / volume tiled...
  21. Thread: IR evolution

    by Gedolo2
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    IR evolution

    To handle IR (Intermediate Representation) evolution and breaking changes.
    A system that allows breaking compatibility while allowing old applications to run must be introduced.
    Have a IR version...
  22. Finally getting rid of the old state machine that...

    Finally getting rid of the old state machine that only gets in the way!
  23. I mean deprecating the non DSA ways. For...

    I mean deprecating the non DSA ways.
    For adapting applications it may be helpful to have one OpenGL version that has DSA(ARB) version and the old stuff not yet deprecated. You can rewrite things...
  24. In OpenGL 4.6 DSA should become the preferred way...

    In OpenGL 4.6 DSA should become the preferred way to do things.
    It's part of the core profile in OpenGL 4.5 already.
    https://www.opengl.org/registry/doc/glspec45.core.pdf.
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    Don't integrate SPIR(OpenCL 2.0) with OpenGL 4.6....

    Don't integrate SPIR(OpenCL 2.0) with OpenGL 4.6.
    Is not good feature to integrate with current OpenGL 4.x.
    Add OpenCL 2.0 compute shaders without the SPIR(OpenCL) IR in OpenGL 4.6.

    Do...
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