Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Timothy Farrar

Search: Search took 0.00 seconds.

  1. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    IMO, a few of you might want to take a few moments to get control of your emotions and look at this from a more objective and logical perspective.

    GL3 is a better match for current hardware, GL3...
  2. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    You would think if NVidia hardware had fine grain context switching, that CUDA would have support for parallel execution of multiple kernels (which from my knowledge it doesn't other than when one...
  3. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    As for scattered reads/writes, can be ok as long as the granularity is similar to the bus width. Scattering FP32 vec4's (16 bytes) is much more bandwidth efficient (4x) than scattering INT8 vec4s. If...
  4. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    It will certainly be interesting to see what functionality is found in the DX11 compute shader. My hope is that SM5 adds something like memexport type functionality which is accessible from all...
  5. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Seems to me that the primary point of the "cleanup" and "object model" is so that GL3 is a better/fast match for GPU command buffer creation. Throw in good threading support (ability to easily...
  6. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    nVidia can create whatever it wants, but Cg (despite their attempts to force Cg on GL users) is still not widely used. That's because neither ATi nor Intel support it, and using Cg with either of...
  7. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Great news, thanks for correcting my wrong assumption about id using dx on pc!

    Seems as if for the most part NVidia is keeping up the vendor extensions (NV_conditional_render, etc). Now if only...
  8. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Talking about iD Software there maybe ?
    w/o iD there's little future for OpenGL as a gaming API on Windows IMO.
    [/QUOTE]

    What makes you think id is using GL still on windows? You know they have...
  9. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    How about some healthy GL3 speculation?

    Is there a chance with GL3 that we will see the ability for some kind of ability to load some kind of pre-compiled shader objects?
  10. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Which makes those distros effectively useless and of no consequence or importance to anyone wanting to run any OpenGL based software on Linux. I'm well aware of what his point was. When politics and...
  11. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    First, I'm also a fellow Linux GL programmer.

    I would suggest you take a second to thing about this objectively for a second. NVidia's GL advantage isn't just speed (which could be arguable), it...
  12. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Be careful what you wish for, isn't this what AMD/ATI is doing ... care to take a stab at how long it will take before you see SM4.0 support in the open source drivers for the HD cards on Linux?
  13. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    I have a sneaking suspicion that part of the reason NVidia built the SM4.0 GL extensions was because the G80 was ready before DX10 and they wanted to test stuff... ;)

    Anyway, NVidia is a great...
  14. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    My code already abstracts out the GL calls, so I'm also considering a DX interface as well if necessary. The real danger of this is that once a developer has a DX code base, it doesn't take a rocket...
  15. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Now you wouldn't want GL to require kernel calls would you (bad batch performance)....
  16. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Yep, time to change the subject.

    Will GL3 support multi-sample textures (FBO only has mulit-sample renderbuffers)?

    This is something D3D 10 has and GL should have as well!

    Having the...
  17. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    There's one problem: there's no such thing. [/QUOTE]

    I'm wrong, looks like Korval's comment is correct on the newer GPUs!

    Just looked through the PTX ISA doc, and there are some important...
  18. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    There's one problem: there's no such thing. [/QUOTE]

    ARB_fragment_program, ARB_vertex_program, and now NV_gpu_program4 for the G8x?

    Sure it doesn't completely match the hardware, but is very...
  19. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Yes and no.

    First off I'm not talking about trivial cases here. For complex stuff, until you see the assembly, you don't exactly know what is and isn't efficient in terms of the GLSL language...
  20. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Actually, NVidia's "extension littering" is crucial, without this GL would be way behind from the driver support provided by DirectX. At least this way some of us GL developers can hope to compete...
  21. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Actually the root of the problem is that compilers will never (in my life time) always generate optimal code (not on GPUs or CPUs). You are mapping a general C like language to hardware which exposes...
  22. Replies
    1,723
    Views
    17,155,705

    Re: OpenGL 3 Updates

    Actually regardless of using G8x features assembly is very useful, for optimization. Sometimes the compilers generate code which is not optimal for the GPU or do not expose base functionality (such...
Results 1 to 22 of 22