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Type: Posts; User: l_belev

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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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    I think you misunderstood the new AMD...

    I think you misunderstood the new AMD architecture. It is vectored, but each channel of the vector is a separate work item (fragment, vertex). From the point of view of single work item, the...
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    kRogue, AMD hardware is not SIMD, it uses a large...

    kRogue, AMD hardware is not SIMD, it uses a large "meta instruction" (i'm not sure what terminology they use) that is actually a packet of several independent scalar instructions. This is...
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    Scalar binary/intermediate shader code

    I think its high time we get standard binary shader format. But it should be scalar and NOT vectored! Why scalar? Here are my reasons:

    1) Lets define the term "general scalar" to be anything that...
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    You can request specific GL version with...

    You can request specific GL version with wglCreateContextAttribsARB by specifying attributes like WGL_CONTEXT_MAJOR_VERSION_ARB and WGL_CONTEXT_MINOR_VERSION_ARB.
    The tricky part is to get to this...
  21. As for the drivers, i think a major hurdle for...

    As for the drivers, i think a major hurdle for the driver writers is having to support all the legacy stuff in the compatibility profile, which is useless and pointless. It is my suspicion that...
  22. Fortunately the "political" parts are easier to...

    Fortunately the "political" parts are easier to spot and filter out. And the danger of getting COM in opengl should be relatively small :) This was moatly a joke.

    But i'm more worried about the...
  23. In principle I agree, things should be carefully...

    In principle I agree, things should be carefully thought out, not rushed and also not blindly copied. Microsoft-designed APIs are especially BAD models to copy from. Many decisions there are...
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    You better abstain from insulting people just...

    You better abstain from insulting people just because you think their opinion is wrong. if you are any reasonable you will understand that you gain nothing from such rude behavior. it can only cause...
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    BTW do you know that a GLX context is not bound...

    BTW do you know that a GLX context is not bound to one window and, as in your case, you can use single context to draw in more than one windows by issuing glXMakeCurrent for each in turn.
    I mean if...
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