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[00:45:31] <noizex> blah, turns out i'm writing my own model format
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[00:47:43] <Codex_> all engines need to do that
[00:49:39] <noizex> yeah I hoped to use IQM for a little longer, but I need separate animation files, extend animations with events and sockets and all that
[00:50:08] <noizex> turns out I will have to hack it too much, I will write something based on it so I don't have to re-write tedious exporting from Blender, but need something custom :/
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[01:34:17] <bookmark> :)
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[01:52:31] <Yego> Hey guys, I'm somehow stuggeling with my HDR implementations auto exposure and looking for some pointers in the right direction. I've tried the simple approach of calculating the (log) luminance of every pixel and then gathering scene luminance by mipmapping this down to a 1x1 texture while this "works" it breaks down when the scene contains just some high or low luminance values(like black pixels or staring at the sun), so I went ahead and am n
[01:54:12] <Yego> by "just some" i mean that the average is highly influenced by only a few deviant pixels.
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[01:56:40] <Yego> So the question is how does one find a good exposure value from a luminance histogram, I guess the goal would be to maximize the number of pixels that lie within the exposed ranged(not clipped), but how do I find that value?
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[01:58:32] <dahlia> how do you get a histogram from mipmapping?
[01:59:06] <chrisf> mean log luminance is really not what you want, which is all mipmapping is going to give you
[01:59:22] <Yego> dahlia: I'm not, mipmapping average luminance was the first approach, then I went ahead and build a histogram
[01:59:45] <Yego> so I ditched the average luminance mipmap stuff.
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[02:01:41] <Yego> chrisf: thanks, actually I'm already looking at exactly this presentation. However there are two things that make me wonder, they're building their histogram after tonemapping, while I thought that exposure should happen before applying a tonemapping operator(?), plus they're not really telling how they analyze the histogram.
[02:02:14] <chrisf> Yego: right, they do things a bit strangely because they never actually have an HDR buffer.
[02:04:42] <Yego> My naive approach would be to start at bucket 0, sum all buckets that are within my exposure range, then do the same starting with bucket 1 and see if it contains more pixels, and so on. finding the starting point that would allow me to incorporate as many "non-clipped" pixels as possible.
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[02:12:49] <Yego> looking at how they use their histogram I'm even wondering if my goal of maximizing properly exposed pixels will even produce the desired outcome.
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[02:23:28] <funfunctor> Hi
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[02:24:16] <funfunctor> Is there a list somewhere that tells me which GL calls can't be called between two threads?
[02:25:49] <Stragus> All of them
[02:26:07] <Stragus> (Unless you bind the context on the other thread, generally a blocking and slow operation)
[02:26:08] <funfunctor> Stragus: but how do PBO uploads work then?
[02:26:30] <Stragus> The other thread doesn't need to do any GL call to read/write a buffer that's already mapped
[02:26:56] <Stragus> The same goes for all buffers, not just PBOs
[02:28:53] <funfunctor> The situation I have is a SDK for a capture card that has a async method that gets called back at any time a frame arrives..
[02:29:16] <funfunctor> that is dispatched from its own thread which is the crux of it all
[02:29:59] <chrisf> the simple thing would be to have your GL thread ensure that there is always at least one buffer for a frame mapped & ready for use by the capture thread
[02:30:59] <funfunctor> I see
[02:32:33] <funfunctor> so I need to adjust this to double buffer right?
[02:33:08] <chrisf> you'll want at least 2. you might want 3.
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[02:33:45] <funfunctor> if for any reason it stalls the application would crash right? Because all three buffers would become invalid?
[02:33:59] <funfunctor> please note linear 128 in particular
[02:34:01] <chrisf> you can choose to handle that however you want
[02:34:08] <funfunctor> s/linear/line/
[02:34:09] <chrisf> the right thing might be to just drop a frame
[02:34:54] <funfunctor> due to my lack of experience in GL I am finding it hard to track stateness in my head when mixing in C++ threading
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[02:35:12] <funfunctor> I am from a hw background with more functional leaning history :p
[02:37:57] <chrisf> im not familiar with AMD's weird extension for pinning client memory.
[02:38:55] <chrisf> i would have reached for ARB_buffer_storage for this
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[02:40:39] <funfunctor> chrisf: well its *much* faster on their APU's but its basically the same as a PBO upload
[02:40:43] <funfunctor> semantically
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[02:43:52] <chrisf> funfunctor: are you pinning the capture API's buffer, or are you pinning some other temp buffer of your own and copying?
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[03:00:27] <funfunctor> chrisf: capture buffer
[03:00:33] <funfunctor> so its a direct DMA
[03:00:40] <funfunctor> or as AMD likes to call it "GMA"
[03:00:43] <funfunctor> :p
[03:01:45] <chrisf> and you own that frame's buffer until when? the callback returns? you explicitly release it?
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[03:02:04] <funfunctor> I explicitly release it
[03:02:42] <chrisf> right, i understand what you're doing now
[03:02:59] <funfunctor> PullFrameThread() is the critical section more or less
[03:03:12] <chrisf> i do wonder about what alignment guarantees your capture API gives you, though
[03:03:27] <funfunctor> sorry I am not ideally clear but if I was I guess it would be fixed :/
[03:03:48] <funfunctor> chrisf: do you want me to paste the entire allocator class? it isn't big
[03:04:51] <chrisf> no, we're reaching the limits of my curiosity here
[03:07:18] <funfunctor> hmm fair enough :/
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[03:30:04] <funfunctor> chrisf: do answer your question directly though, I am using posix_memalign()
[03:30:53] <slime> those pastes are all 404's for me
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[03:47:09] <funfunctor> slime: yea I put a time limit on them because I don't actually 'own' the code I am writing..
[03:47:17] <funfunctor> slime: do you have time to help me though?
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[04:13:13] <funfunctor> when resizing a Texture do I need to redo the glTexParam calls?
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[04:18:08] <Stragus> funfunctor: Assuming you don't delete and generate the texture again, then no, they don't change
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[04:20:57] <funfunctor> Stragus: so just glBindTexture() -> call glTexImage2D() with new width, height and null then unbind with ->glBindTexture(0);
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[04:26:13] <Stragus> funfunctor: That will update an existing texture object, indeed. But if the dimensions don't change (or can be kept the same), you will have much better performance with glTexSubImage2D
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[04:26:32] <Stragus> glTexImage2D recreates the allocation storage, glTexSubImage2d() updates the existing one
[04:27:34] <chrisf> in fact, he's in the 4.x regime anyway if he's doing pinned memory tricks
[04:27:45] <chrisf> just use ARB_texture_storage and forget that TexImage* was ever a thing
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[06:36:15] <nGKatos> Has anyone tried using vscode as a text editor for openGL? I think it seems nice, but I can't get code completion working with glfw even though I have added it to the include path.
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[10:21:29] <CuriousMan> Hello, does anyone know why I can't pass gimage*D with memory qualifiers (e.g. volatile) to a custom function?
[10:22:17] <CuriousMan> I'm getting "invalid usage of image qualifiers" - can't find any information about it. Maybe it's a driver bug?
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[10:53:50] <xaxxon> if my screen flickers when I'm running my app -- even when my app is in the background, am I doing something wrong? os x
[10:54:35] <xaxxon> not terribly.. but like maybe some lines across the screen that flicker every once in a while
[10:54:40] <xaxxon> brand new laptop
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[11:05:18] <CuriousMan> sounds like vsync isn't on xaxxon
[11:05:29] <xaxxon> it's windowed
[11:05:38] <xaxxon> and it's flickering on other windows
[11:05:46] <xaxxon> like.. if I have a browser on top of it, the browser flickers
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[11:07:37] <CuriousMan> Hmm, no idea what could be causing it then
[11:07:41] <noizex_> that sounds pretty bad ;)
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[11:08:42] <Domx> drivers?
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[14:20:07] <Domx> fucking hell lads
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[15:12:47] <Xeek_> Good Morning
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[16:10:53] <Forlorn> I have an FBO that draws to a texture, and I have a circle or any general shape on it (pixel border no anti-aliasing), given a position (x,y) that is within the circle or shape, paint blue color in its interior.
[16:11:22] <Forlorn> how may I accomplish this? Do I have to manipulate the texture buffer data on the CPU perhaps?
[16:12:05] <Forlorn> because we don't know the form of the shape, so we have to trace it based on similar color.
[16:12:16] <Forlorn> s/similar/same/
[16:12:30] <Forlorn> just like the fill-tool in MS paint.
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[16:27:10] <Xeek_> are you just asking how to draw a circle?
[16:27:45] <Xeek_> if you just need to draw 2d vector graphics (fbo being irrelevant) then you should probalby juse use an existing library like nanovg
[16:28:44] <Forlorn> Xeek_, nope. I am asking how to fill any general shape with a color, given a region BOUNDED by inequivalent colors
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[16:29:41] <Xeek_> I haven no idea what you're talking about then :-\
[16:30:02] <Forlorn> if I have a point in shape 1
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[16:30:11] <Forlorn> then fill the interior of shape 1
[16:30:16] <Forlorn> we don't know anything about shape 1
[16:30:19] <Forlorn> it is just a texture
[16:30:50] <Forlorn> just like the fill tool in photoshop or MS paint, or any other painting tool
[16:30:54] <Xeek_> I tried to follow you until you said "we don't know anything about shape 1", then I went back to scratching my head
[16:31:10] <Xeek_> well you can't fill something you dont know anything about.
[16:31:22] <Xeek_> magic
[16:31:36] <Forlorn> yeah, so I am thinking, I have to trace it and find the shape
[16:31:40] <Forlorn> and then fill it
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[16:31:56] <Xeek_> eh?
[16:32:22] <Forlorn> oh well this is different, but has the same principle
[16:32:47] <Xeek_> your shape is made up of triangles, if its filled or not is up to you within the frag shader.
[16:33:22] <Forlorn> it is not made up out of triangles
[16:33:25] <Xeek_> if you're actually drawing shapes and want to control if they're filled or not, maybe you should consider a 2d vector drawing library like nanovg.
[16:33:30] <Forlorn> it is a painting program where you draw pixels onto a texture
[16:33:32] <Xeek_> if its nto made up of triangles what is it made up of?
[16:33:34] <Forlorn> in my case
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[16:33:47] <Forlorn> so if I draw shape 1
[16:33:48] <karalain1ne> this is just a guess, but I think paint just goes throught pixels, and goes until color is changed
[16:34:27] <karalain1ne> yeah that
[16:34:35] <Forlorn> yeah!
[16:35:28] <Forlorn> but this can't be done with any shader code right?
[16:35:34] <Xeek_> im sure it can
[16:35:34] <karalain1ne> I would probably do that cpu, as I dont have clue how I would use FBO for that
[16:36:02] <Forlorn> yeah, so I have to modify the texture already associated with the FBO
[16:36:56] <Xeek_> Forlorn: why are you not in control of what needs to be filled? are you importing an alraedy drawn shape from an image file?
[16:37:25] <Forlorn> because it is a drawing application for pixel art
[16:37:39] <Forlorn> there are no shapes, just raw pixels
[16:37:40] <Xeek_> so you are drawing the objuect that needs to be filled?
[16:37:55] <Forlorn> yes, the user draws pixel regions that needs to be filled
[16:38:20] <Forlorn> s/needs/may need/
[16:39:47] <karalain1ne> yeah you dont get much help from gpu for pixel operations
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[16:40:12] <Xeek_> well you could get the data by using a texture
[16:40:49] <Forlorn> I am currently feeding it with mouse positions and then doing GL_LINE_STRIP when drawing pixels with long strokes
[16:41:01] <Forlorn> and then for single click I use GL_POINTS (for a single pixel)
[16:41:50] <Forlorn> Xeek_, so the FBO is using a texture where the above gets drawn
[16:43:29] <Forlorn> wow, cool, I'll read it now
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[17:00:43] <noizex> you sure GL is best fit for this job?
[17:01:17] <Xeek_> I question the drawing methods more so than the use of GL
[17:01:30] <Xeek_> I thought SVG style drawing was the modern thing to do now
[17:01:54] <noizex> yeah
[17:01:56] <Xeek_> if he went that route then he could just use nanovg and be almost done :-)
[17:01:59] <Forlorn> oh
[17:02:03] <Forlorn> but it is Pixel art
[17:02:20] <Xeek_> pixel art... so old fashioned :-P
[17:02:29] <noizex> do the job on cpu then and be done ;)
[17:02:34] <noizex> what resolution is that?
[17:02:40] <Forlorn> well, that was my hobby, I wanted to pick it up again
[17:02:44] <Forlorn> however all the tools suck
[17:02:52] <Forlorn> in my opinion
[17:02:52] <noizex> you have image, you can easily floodfill from the point of click around checking whatever you wish
[17:02:52] <Xeek_> for pixel art maybe the cpu is the best place to handle it, then just do the final display with gl
[17:02:56] <Forlorn> so I create my own
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[17:03:26] <Xeek_> if it was me I would use an existing tool :-P
[17:03:33] <Xeek_> I like Paint Shop Pro for this kind of painting
[17:03:43] <noizex> yeah, I mean, what program can't do a fill?
[17:03:48] <noizex> ;)
[17:03:56] <Forlorn> yeah, I am currently using glReadPixels from the FBO, then I am going to apply the floodfill and try to find points of rectangles and then draw them with the GPU
[17:03:58] <noizex> is there something that can be improvedi n pixel painters nowdays?
[17:04:20] <noizex> which is both, simple enough for pixel-art and not advanced enough to avoid using GIMP or whatever
[17:04:35] <Forlorn> All I want is something like MS paint without the GUI, and with layers
[17:04:36] <Xeek_> i hate gimp
[17:04:37] <Forlorn> nothing else
[17:04:54] <Xeek_> without the GUI?
[17:04:59] <Forlorn> like Bohemian Sketch is a much better application for Web/App/UI design than Photoshop
[17:05:02] <Xeek_> how do you do anything? command-line?
[17:05:06] <noizex> I did something like this, like 20 years ago, in turbo pascal
[17:05:18] <Forlorn> all through hotkeys
[17:05:30] <noizex> took 2 10 year old boys few weeks so you should be done in less ;)
[17:05:37] <noizex> aww damn, gotta go
[17:05:39] <Xeek_> Forlorn: have you tried Paint Shop Pro? It's also a lot cheaper than Photoshop. It's editing mode is more old fashioned and better for pixel drawing, and it has layers.
[17:05:54] <Forlorn> Trust me it is shit
[17:05:56] <Forlorn> haha
[17:06:06] <Xeek_> it's not. I use it daily
[17:06:18] <Xeek_> I've used paint shop pro since before Corel bought it from Jasc
[17:06:18] <Forlorn> multi purpose tools sucks
[17:06:30] <Forlorn> I want one that works for this single purpose
[17:06:42] <Forlorn> no bloat, just the most simplistic features ever
[17:06:43] <Xeek_> Forlorn: it's routes is with the kind of paintin gyou're talking about and it still does that well. For me it does that better t han it does photo editing
[17:07:16] <Xeek_> I'm more intersted in vector graphics though these days so I've been slowing switching to Inkscape.
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[20:20:15] <Yaniel> Forlorn have you tried Krita
[20:20:43] <Yaniel> It is geared towards painting though
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[20:31:54] <madsy> Yaniel: Krita is impressive. I just discovered it myself just days ago :)
[20:32:17] <Yaniel> yep
[20:32:23] <madsy> Now the Adobe snobs can't complain about lacking Linux alternatives
[20:32:26] <Yaniel> and next it's getting better vector tools
[20:32:34] <madsy> As Krita is better than Photoshop for many things
[20:32:57] <Xeek> SDL_CreateWindowd of course, in all cases
[20:32:59] <Xeek> oops
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[21:19:53] <btipling_> noizex did you see I got the materials stuff working? :)
[21:19:57] <btipling_> thanks for your help
[21:19:59] <noizex> yeah
[21:20:00] <noizex> ;)
[21:20:02] <btipling_> :D
[21:20:10] <noizex> needed to dig a bit deeper in that documentation, wasn't very clear on this
[21:20:33] <btipling_> I noticed the apple example had material stuff in it, I just had to translate it to swift
[21:20:39] <btipling_> which wasn't easy
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[21:21:57] <Forlorn> Yaniel, it sucks
[21:22:06] <Forlorn> it all sucks
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[21:22:25] <Yaniel> why?
[21:22:30] <Forlorn> I even created my own browser
[21:22:36] <Forlorn> cause they all suck
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[21:22:40] <Yaniel> lol okay
[21:22:48] <Forlorn> vimium-styled browser
[21:22:51] <derhass> all software sucks
[21:22:51] <Forlorn> with Electron
[21:23:08] <Yaniel> now electron
[21:23:10] <Forlorn> yeah, I only use my browser as GUI
[21:23:18] <Forlorn> and now my drawing app
[21:23:30] <Yaniel> that's the single most sucky thing invented in this century
[21:23:37] <Forlorn> Electron?
[21:23:50] <Forlorn> Yeah probably, but it got the work done and runs more smooth than Qutebrowser
[21:23:55] <microcolonel> software does suck :- P
[21:24:16] <Forlorn> and firefox/chrome
[21:24:25] <microcolonel> I find that chromium is pretty decent on its own though, if a bit mouse-heavy
[21:24:38] <microcolonel> there are now a few things which are pretty clunky
[21:24:46] <microcolonel> like the person selection dialog
[21:24:48] <Yaniel> electron IS chrome
[21:24:53] <Yaniel> with the UI stripped out
[21:24:56] <microcolonel> well
[21:24:57] <Forlorn> yep
[21:24:59] <Forlorn> that's what I love about it
[21:25:05] <microcolonel> Electron is CEF with Node.JS
[21:25:05] <Forlorn> death to all GUI!
[21:25:06] <Forlorn> :)
[21:25:21] <Yaniel> it's also something that anyone can slap their shitty webapp on and claim it's a cross-platform desktop app
[21:25:26] <Yaniel> pro tip: it's not
[21:25:37] <microcolonel> Death to America!
[21:25:41] <microcolonel> oh, wrong death chant.
[21:26:26] <Forlorn> Yaniel, well, yeah that's true.
[21:26:42] <microcolonel> Yaniel: yeah, we try to tell our clients that the important distinction our webapps have from desktop apps is not that there's browser chrome
[21:26:43] <Forlorn> All GUI based apps fall under the domain of things that makes me want to kill myself
[21:27:10] <Yaniel> the lack of a good GUI framework is a whole other problem
[21:27:12] <microcolonel> GUI is useful for canvases
[21:27:37] <Yaniel> (HTML/CSS is not one either but that's not the issue)
[21:27:41] <microcolonel> I prefer working in Inkscape to writing my SVG in emacs
[21:27:49] <microcolonel> yeah
[21:27:53] <microcolonel> that's really the problem with webapps
[21:28:01] <Forlorn> I am actually quite good with HTML / CSS and preprocessors
[21:28:09] <microcolonel> they are applications shoehorned into a document viewer
[21:28:12] <Forlorn> and I don't find any problem with them, as I get around quite good
[21:28:31] <Forlorn> s/get around/hack around/
[21:29:10] <Yaniel> the funny thing is I wouldn't even mind HTML as a GUI specification language
[21:29:28] <microcolonel> I mind it pretty harshly
[21:29:37] <microcolonel> as somebody whose job it is to make these things
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[21:34:37] <Yaniel> I mean if you had something that ate HTML+CSS and spat out code for whatever your native GUI toolkit is I wouldn't mind people using that to design their GUIs
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[21:36:26] <Yaniel> however I do mind having to effectively spin up a VM for every damn webpage or "app" (one that's not even completely sandboxed at that)
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[21:38:39] <Yaniel> (that said atom does have about the best UX out of the text editors I have tried)
[21:39:02] <Yaniel> I just wish it was as light and responsive as textadept
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[22:17:38] <Forlorn> vim
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[22:20:56] <btipling_> I used to like vim, until I looked at the source code
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[22:22:52] <TheFlash> That's pretty much easiest way to stop liking any software =)
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[22:24:40] <btipling_> vim's source code is in its own special little category
[22:25:26] <btipling_> why yes that is 10k lines of pre89c of indeterminate filetype, is it utf8? nope, it's some weird multibyte bullshit
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[22:26:03] <btipling_> there's a lot of that
[22:26:05] <derhass> btipling_: you haven't seen much source code if that is already scaring you
[22:26:27] <btipling_> I think if you look hard enough you'll find ifdefs in function signatures, unless they fixed that
[22:26:37] <derhass> so what?
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[22:26:55] <derhass> I'd totally do that, too
[22:27:09] <btipling_> I wouldn't
[22:27:11] <btipling_> but ok
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[22:29:30] <btipling_> I've spent a lot of time looking at editor source code
[22:29:37] <btipling_> intellij has pretty nice code
[22:29:43] <btipling_> easy to extend
[22:29:49] <btipling_> it's pretty lovely
[22:30:16] <btipling_> it takes a long time to clone the intellij repo though
[22:30:18] <derhass> what's wrong with "Features that drastically change behavior are enabled/disabled with preprocessor flags."
[22:30:26] <derhass> that's kind of the point
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[22:31:10] <btipling_> I'm fine with that pattern
[22:31:47] <derhass> btipling_: actually, I've produced code with much more #ifdefs. especially more nested, and with some levels of dependencies between them
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[22:32:05] <btipling_> why
[22:32:21] <derhass> because it was necessary
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[22:36:58] <btipling_> I can't judge code I haven't seen, but I have tried to help write a vim patch and it was an awful experience
[22:37:10] * btipling_ shrugs
[22:37:29] <derhass> btipling_: are you usually doing C or something else?
[22:37:45] <danhedron> how would you have written this btipling_
[22:38:03] <btipling_> I don't usually write C no
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[22:41:26] <btipling_> danhedron written what
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[22:43:43] <btipling_> I like C though, but it's a fair criticism
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[22:45:47] <btipling_> I mean it's fair to point out I don't write C for a living so I'm not experienced enough to provide a fair opinion of vim
[22:46:02] <btipling_> anyway, sorry to derail the topic
[22:48:00] <derhass> we both derailed, and it wasn't meant as criticism btw.
[22:48:36] <btipling_> np, I learn a lot from saying stupid things in my head sometimes :P
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[22:49:34] <btipling_> disconfirming biases by sharing them or something :D
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[23:23:30] <xerpi> I'm thinking about using the stencil buffer
[23:24:53] <xerpi> throwing a line from each light source, to the vertices of all the possible occluders, and then draw a triangle strip from that data
[23:25:04] <xerpi> not sure how optimal is that
[23:26:13] <Stragus> How many light sources do you expect?
[23:26:41] <xerpi> I'm guessing less than 10 at the same time in the scene
[23:26:57] <xerpi> yeah it's not a problem with today's hardware
[23:27:07] <xerpi> but still I like to do it cleanly
[23:27:43] <Stragus> 10 light sources with stencil shadows would be rather expensive, on top of being aliased (hard edges)
[23:27:44] <xerpi> with this method I'll walk through all the occluder's vertices, even when they already are in the shadow
[23:28:25] <Stragus> How many occluders would you expect, and how complex would they be? This seems to be 2D stuff, I would consider doing most of the math on the CPU...
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[23:29:30] <xerpi> yeah it's 2D stuff, and I don't really know yet, I guess than less than 100 occluders
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[23:30:03] <Stragus> Complex shaped occluders or squares like these?
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[23:30:21] <xerpi> mostly square-shaped
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[23:31:59] <xerpi> I will write a simple demo with a few 10s of lights and occluders and see the performance I get
[23:32:44] <Stragus> I would be tempted to write this:
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[23:33:19] <Stragus> For each light source, track a count of "angle segments" regarding how far the light travels before reaching an obstacle
[23:33:49] <Stragus> For each fragment, compute the angle to the light source and look up if the (squared) distance to the light is less than the occluder
[23:34:13] <Stragus> With your count of light sources and occluders, with good code, that should be pretty fast
[23:35:22] <xerpi> I don't understand the first step. Should that be a list of triangles like this {light_source, occluder_vtx[i], occluder_vtx[j]} ?
[23:35:27] <Stragus> And you could reuse that code for line-of-sight checks if you need that, eh
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[23:36:03] <Stragus> "Light #0 has an occluder from 36.3 degrees up to 52.6 degrees at distance 8.52"
[23:36:31] <Stragus> I would use angle buckets which are then subdivided by splitting planes, like a mini-tree for each bucket
[23:37:13] <Stragus> While a bucket could cover, let's say, 1/64 of a circle. The vast majority of the time, for most fragments, there would be no planes to check
[23:37:38] <xerpi> I'm not sure if I could consider that over-engineering xD
[23:37:51] <xerpi> maybe because I don't really get it
[23:37:57] <Stragus> It's your call, I always look for optimal solutions
[23:38:11] <xerpi> " at distance 8.52" I don't see where this distance would be
[23:38:39] <Stragus> Below that distance, for that range of angles, the fragments are lit. Beyond that distance, they are in shadows
[23:39:02] <Stragus> Of course, the occluder itself would be rendered separately "on top"
[23:40:33] <xerpi> and what do you mean by splitting planes?
[23:42:11] <Stragus> If each bucket covers 1/16 of the circle (22.5 degrees), you would need extra planes in the buckets so that you could have an occluder at 3.482 degrees, and the fragments would test on which side of that plane they are
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[23:43:28] <Stragus> Actually, you could also just use 1024 buckets per light source and forget the planes
[23:43:44] <Stragus> That probably would be a better solution, it's not that much data either
[23:43:47] <xerpi> so this info should be mapped to the GPU address space (Uniforms?)?
[23:44:09] <Stragus> Not uniforms because access wouldn't be coherent, but something like a buffer texture or a SSBO
[23:44:29] <Stragus> After thinking a little more, I definitely would drop the planes and rather use 1024 buckets
[23:45:14] <xerpi> why wouldn't the access be coherent? doesn't updating an uniform is flush the cache on the CPU side + invalidate on the GPU side before performing GPU reads?
[23:46:32] <Stragus> Uniforms are for coherent access between invocations of the shaders within the same warp, otherwise you get poor performance
[23:48:49] <xerpi> so uniforms are coherent between the different shader stages on the GPU side, but not between the CPU and GPU caches?
[23:49:53] <Stragus> I don't think we have the same definition of coherent in the context
[23:50:24] <Stragus> Uniforms are cached in a special constant cache which expect all invocations of the shader, within a same warp, to hit the same memory location
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[23:51:43] <xerpi> so if you want to share constants to all the shader stages the best would be to use an uniform, wouldn't be?
[23:52:30] <Stragus> If the loads are scattered, if they don't hit the same memory locations coherently, you don't want to use uniforms
[23:52:36] <Stragus> Rather, use a buffer texture
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[23:55:50] <xerpi> oh so by coherent you meant consecutive/linear
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[23:58:26] <Stragus> The constant cache is very strict, it must be the same memory address for all invocations
[23:58:37] <Stragus> Otherwise, the loads are serialized, and you don't want that
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