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: kRogue

Page 1 of 20 1 2 3 4

Search: Search took 0.01 seconds.

  1. 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...
  2. Replies
    40
    Views
    6,742

    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...
  3. Replies
    40
    Views
    6,742

    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,...
  4. Replies
    40
    Views
    6,742

    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...
  5. Replies
    40
    Views
    6,742

    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...
  6. Replies
    40
    Views
    6,742

    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...
  7. Replies
    40
    Views
    6,742

    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...
  8. Replies
    17
    Views
    2,770

    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...
  9. Replies
    40
    Views
    6,742

    I am going to put my little bits in on the...

    I am going to put my little bits in on the hardware about differences between NVIDIA, AMD and Intel. Caveat: I've spent far less time with AMD than the other two, and Intel I've spent way too much...
  10. Replies
    17
    Views
    2,770

    I don't want to be too harsh, but what is the...

    I don't want to be too harsh, but what is the purpose of extending the primitive restart to change the primitive type? Is it expected that the index buffer will be made by a feedback mechanism? Is it...
  11. Replies
    40
    Views
    6,742

    My personal pet-preference would be that the IR...

    My personal pet-preference would be that the IR chosen would be scalar based and LLVM. This way, all the optimization passes embodied in the LLVM project become available. However, then a very, hard...
  12. Replies
    40
    Views
    6,742

    Depends on the hardware. Both Intel and AMD are...

    Depends on the hardware. Both Intel and AMD are SIMD based. Intel hardware is SIMD8 based. For fragment shading, the scalar story is fine since it will invoke a SIMD8, SIMD16 or SIMD32 fragment...
  13. This is my two cents on performance counters: ...

    This is my two cents on performance counters:

    Performance counters should be used by tools, not end applications, for the purpose of optimizing an application
    Hardware varies a great deal, what...
  14. for that matter, using xlib to draw anything is...

    for that matter, using xlib to draw anything is usually a really bad idea, typically quite ugly and far from optimal.
  15. Replies
    5
    Views
    1,484

    If the shape draws overitself, the stencil value...

    If the shape draws overitself, the stencil value is already one and the stencil test is equal 0, so the stencil test would fail leaving the stencil buffer as 1. However, step 1.3 should also have...
  16. Replies
    5
    Views
    1,484

    Two ideas: use the stencil test as follows: ...

    Two ideas:

    use the stencil test as follows:

    Make sure stencil buffer is all 0's. Set stencil test to GL_EQUAL and reference is 0. Set stencil ops to:

    keep on stencil fail
    keep on...
  17. Replies
    7
    Views
    3,791

    There are a number of issues I see with this...

    There are a number of issues I see with this post, let the games begin:


    [/COLOR]--> this is part of the GL specification already.


    GPU's are heavily and deeply pipelines beasts. The more...
  18. For NVIDIA and ATI, if you just want features...

    For NVIDIA and ATI, if you just want features then *CreateContext is fine.

    But, for Intel with Mesa under Linux, using glxCreateContext will give one a GL3.0 context; if you want greater than 3.0...
  19. Replies
    9
    Views
    7,098

    What if...

    I admit this what if should not happen, but what if the format of the compressed texture data needs to be converted to something the GPU can use and that conversion MUST happen by CPU? I admit it...
  20. There is a really simple, nasty API reason that...

    There is a really simple, nasty API reason that FBO's are not shareable across contexts: using and editing them is binding them. Specifically, if FBO's where cross-context there are icky things where...
  21. Replies
    1
    Views
    2,836

    I don't think this will work because uniform...

    I don't think this will work because uniform blocks are backed by a buffer object. In order for this to work, the buffer object would then need to be written to each time the program is bound. That...
  22. Lets take for granted that compression is as fast...

    Lets take for granted that compression is as fast as a copy (or faster since it writes less). However, there is an a quite big elephant in the room: most, if not all, of the compression schemes...
  23. OpenGL and OpenGL ES UI rendering library open sourced

    Hello all,

    I am announcing the open sourcing of a UI rendering library for OpenGL (2 or higher) and OpenGL ES (2 or higher) has been open sourced under MPLv2 (Firefox, Adobe Flex and LibreOffice...
  24. You are right; epic brain fart on me for not...

    You are right; epic brain fart on me for not considering what happens if the window changes size.... hmmm... my only thought is the following:


    it is a GL applications responsibility to handle...
  25. Request: FBO can use "default" color, depth and stencil buffers

    Minor request:
    an FBO can use the color, depth and/or stencil buffer of the FBO 0, i.e. one can attach to an arbitrary FBO the system provided color buffer as a color buffer and along those lines...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4