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  1. What is the hardware? What version of Mesa? What...

    What is the hardware? What version of Mesa? What is the distribution?

    For Mesa, to get GL version 3.1 or higher is only for core profile, not for compatibility. The highest version of Mesa...
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    I agree with Alfonse mostly here. The Metal API...

    I agree with Alfonse mostly here. The Metal API is also designed to be much more tile-based renderer friendly. Indeed, rendering command buffer encoded does not allow the modification of any texture...
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    The crutch of the issues are the following: there...

    The crutch of the issues are the following: there there would multiple ways to specify attribute sources: VAO using existing GL API's, and bindless. Another question that comes up is then is bindless...
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    No; OpenGL does not compete particularly well...

    No; OpenGL does not compete particularly well against other 3D API's. Tools are much poorer than other API's. Compliance of drivers are all over the place. Feature sets of drivers are also all over...
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    The use case you are saying is this: ...

    The use case you are saying is this:

    Application creates on VAO per attribute layout
    Application changes buffer binding per mesh (essentially)

    Doing that means that there are (usually) 2...
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    I am going to put in some HW notes here: Some HW...

    I am going to put in some HW notes here: Some HW has dedicated vertex fetch some do not. For example, AMD hardware does NOT have dedicated vertex fetch. Thus, for AMD hardware changing vertex format...
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    One can always write the layer oneself, it is not...

    One can always write the layer oneself, it is not exactly rocket science.

    However, there are some serious issues with a "direct" approach for some commands with respect to performance. Lets start...
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    um, The clipping equations: -w

    um,

    The clipping equations:

    -w <= x <= w
    -w <= y <= w
    -w <= z <= w

    do just as good job of avoiding w being small as
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    yep something like that. The best case for...

    yep something like that.

    The best case for this to be shiny is what I said for extension: ability to disable z-clipping without clamping the value. This would avoid the near plane issue, and I am...
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    I am not estimating as I have consulted those...

    I am not estimating as I have consulted those that have been hardware engineers. Even now, clipping from user defined clip distances for much hardware out there is horror slow implemented and the...
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    I admit that clip control would be more feature...

    I admit that clip control would be more feature encompassing, but to make hardware that runs fast enough, means alot of freaking sand. Current triangle clipper/setup engines are already a great deal...
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    I think doing the clipping in GS with just two...

    I think doing the clipping in GS with just two planes for the custom-z will run faster than doing it in fragment shader. Also, enabling z-clamping will likely make the performance comparable to usual...
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    ahh sighs, there is a bug or two in that geometry...

    ahh sighs, there is a bug or two in that geometry shader version, here it is, hopefullfy will bugs gone.



    in vec3 DivPosition[];



    int count;
    vec3 fan_positions[9];
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    yeps, the approach was so wrong I deleted the...

    yeps, the approach was so wrong I deleted the post :P At any rate look at the newer post using the geometry shader. That is the way to go, but the shaer will need some love to work fast.
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    I was thinking more on this and the situation...

    I was thinking more on this and the situation where the Div factor you want is negative for some verts and positive for others together with when some x's y's or z's are negative will interact in a...
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    Um, I think some things are a touch unclear....

    Um, I think some things are a touch unclear. Ahem. If all one is worried is about z, then there really is a simple way. Lets say one wants to divide gl_Position.z by ZDiv instead of gl_Position.w to...
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    At any rate, this extension idea seems terribly...

    At any rate, this extension idea seems terribly fishy anyways. As pointed out, normalize your w to one then divide by those gl_PositionDiv factors. The only issue where it is a problem is when none...
  18. If you add a \n at the end of each C-src line you...

    If you add a \n at the end of each C-src line you would be able to tell where it complains.




    For OpenGL v3.1, 3.2, and 3.3, Mesa only supports -CORE- profile. So, enumerations and functions...
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    To implement NV_gpu_program4 or 5 one will need...

    To implement NV_gpu_program4 or 5 one will need to first attack just Mesa (not Gallium) to update the assembly interface to accept all that those extensions add, lots of pain there. Then you need to...
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    Looks like I should read everything on the...

    Looks like I should read everything on the internet with a huge grain of salt. It looks like the D3D HLSL compiler does know of sat, which I did not think it did. Learn something everyday. However,...
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    Currently, Mesa's GLSL IR is going through the...

    Currently, Mesa's GLSL IR is going through the pain of turning into a SSA form; In truth the IR in Mesa is, in spite of its age, technologically immature. It takes way too much memory, is difficult...
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    Very often compilers nowadays use SSA: Single...

    Very often compilers nowadays use SSA: Single Static Assignment. In SSA, a register can only be written to -once- but can read many times. LLVM is based off of SSA. So for an IR, the representation...
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    For Intel's Gen7 and before, that only 2 vertices...

    For Intel's Gen7 and before, that only 2 vertices are handled per invocation is a hardware limit. So for vertex and geometry shading, and tessellation too, the backend to the compiler should do...
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    You are missing my point. Lets just first operate...

    You are missing my point. Lets just first operate on the hardware, pure hardware first and then state how it is used in implementing an API. Here goes. Intel is a SIMD8 beast. It has a really...
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    I think it would be a really good idea to decide...

    I think it would be a really good idea to decide how often that primitive mode is going to change. Really important. If it changes rarely, then having the hardware handle primitive mode changes...
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