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[07:31:10] <xtrWrithe> hello, im new with glsl(demos) i wonder if here is the right place to participate
[07:31:19] <xtrWrithe> as i have lots of doubts yet
[07:32:40] <lapsang> this place has several experts who are rarely around. ask and wait kind of thing
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[08:04:15] <wrobinson> xtrWrithe: so yes, it is a good place to participate. share your questions and maybe someone can help
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[08:33:47] <wrobinson> does anyone know how to get glad to omit extensions from cmdline ?
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[08:40:05] <wrobinson> ok, appears just need to give empty string as arg: ""
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[16:03:21] <Yatekii> folks, how would you transmit two uint16 instead of a vec2 as a vertex? I tried many ways but somehow it's always missaligned (the following values are highly incorrect on a vertex (normal, style_id)) and I assume it has something to do with the padding :/
[16:04:29] <derhass> Yatekii: I have another suspicion
[16:05:00] <derhass> Yatekii: you tried to use integer attributes without the proper setup
[16:06:00] <Yatekii> derhass: that could well be. the renderdoc readings seemed correct to me but well ...
[16:06:37] <Yatekii> derhass: can you point me to a hint how to do it properly? also, how would you read it in the shader? using an extension or manually decoding/encoding the value?
[16:06:54] <derhass> Yatekii: well, how _did_ you try it
[16:07:15] <Yatekii> sec, I can show you in a bit, need to reboot to linux and see again :D
[16:07:28] <derhass> glVertexAttribPointer will *ALWAYS* set up float attribute data
[16:09:05] <Yatekii> well, I set it up to use integer values. I am certain of that as renderdoc showed it properly
[16:09:09] <Yatekii> sec lemme reboot
[16:09:35] <derhass> I'm back in an hour or so
[16:11:36] <Yatekii> oki :) have fun :)
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[16:18:45] <rick111> is it possible to use more than on TBO?
[16:19:33] <rick111> texture buffer objects, i got one of them working but not sure how to go about adding multiples
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[16:29:38] <zid> bind a different one?
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[16:31:10] <rick111> specifically the part where i generate them. so lets say i need an array of 5 tbo textures
[16:31:19] <rick111> there is glGenBuffers and then there is glGenTextures
[16:31:40] <rick111> do i only need to generate one buffer for the five textures? or do i need to generate five buffers?
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[16:32:51] <zid> browsing the spec, it seems to imply there might be only one
[16:33:06] <rick111> makes sense. testing
[16:33:53] <zid> or it might be written like that because it's talking about them one at a time :D
[16:35:03] <rick111> true im trying both methods now
[16:37:16] <zid> I can't find anything contraindicating glActiveTexture(GL_TEXTURE0); glBindTexture(TEXTURE_1D, tbo1); glActiveTexture(GL_TEXTURE1); glBindTexture(TEXTURE_1D, tbo2);
[16:37:48] <rick111> yeah im doing that one first it seems more reasonable
[16:38:23] <zid> I should get back into all this
[16:38:31] <zid> I've got too much inertia in sitting here not doing it
[16:38:50] <rick111> youre not working on any projects currently?
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[16:41:26] <zid> I'm putting many projects off
[16:42:41] <rick111> why is that? and which one with you go after first?
[16:43:06] <zid> parse error
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[16:46:48] <rick111> first method didnt work, either im doing something wrong or the second method is the way. gonna try the second method before i delve any further
[16:47:48] <rick111> actually before i do that i realized i missed something
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[17:05:51] <rick111> okay method 2 was the proper way
[17:06:02] <rick111> generate fiver buffers for five textures
[17:06:17] <rick111> actually im not so sure if thats the proper way. i know it worked though
[17:06:32] <rick111> i feel like i should be able to place multiple buffers in one object
[17:06:44] <rick111> but hey if it aint broke dont fix it right?
[17:06:49] <rick111> :P
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[17:36:51] <jbracey> Yatekil: I don't see what's wrong with it
[17:39:08] <Yatekii> jbracey: the problem is, that I don't really know how to access those values in my shader properl y:/
[17:39:54] <jbracey> which version shader? 3.00?
[17:40:11] <Yatekii> jbracey: #version 450
[17:40:17] <jbracey> btw, that's vertex shader, right?
[17:40:23] <Yatekii> yap that's vertex shader
[17:40:29] <Yatekii> I tried using #extension GL_AMD_gpu_shader_int16 : enable to no real avail
[17:42:49] <jbracey> what's your vertex shader look like now? Do you have one? I believe you just use the in keyword in your vertex shader....then....well some grey area with linking the attribute buffer with GL
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[17:47:41] <jbracey> I see a gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0)
[17:48:20] <Yatekii> jbracey: where do you see that?
[17:48:45] <jbracey> nono, I mean the way I linked my attribute array in my code
[17:49:17] <jbracey> and again, I don't think there is anything neccesarily wrong with that shader code you have there
[17:49:57] <Yatekii> ah kk
[17:50:05] <jbracey> so I way I linked was this way:
[17:50:16] <Yatekii> well the `vec2` is obv. wrong :/
[17:50:43] <jbracey> oh...right, I didn't notice that
[17:51:03] <Yatekii> but idk what to put there :/
[17:51:25] <jbracey> so I have var positionAttributeLocation = gl.getAttribLocation(programMain, "scrPos");
[17:51:57] <jbracey> then var positionBuffer = gl.createBuffer();
[17:51:57] <jbracey> gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
[17:52:33] <jbracey> then finally gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
[17:53:01] <jbracey> now ofcourse the thing to work out is the data types and stuff
[17:53:24] <mefesto> in the screenshot, you have position defined as R16G16_SINT, so you are wanting to access those values in the vertex shader as signed ints (short)?
[17:53:34] <Yatekii> mefesto: exactly
[17:53:53] <Yatekii> jbracey: I don't think the binding part is wrong :/ I am worried about the shader atm :/
[17:53:58] <Yatekii> dunno what to put there :/
[17:54:05] <mefesto> Yatekii: in your vertex shader have you tried defining the position attribute as int[2] ?
[17:54:23] <jbracey> Btw...in case it isn't ovious by now, opengl is pretty tedious when it comes to linking data streams to the shader
[17:54:24] <mefesto> where: x = pos[0]; y = pos[1];
[17:54:37] <Yatekii> mefesto: but how would that work? I mean then it's expecting two 32bit ints instead of two 16bit ints?
[17:54:53] <Yatekii> jbracey: yeah :)
[17:55:09] <derhass> Yatekii: so what is your actual issue here?
[17:55:47] <jbracey> I'll bet it's a blank screen, or error of some sort?
[17:56:04] <jbracey> perhaps INVALID OPERATION
[17:56:19] <Yatekii> jbracey: blank screen and sometimes it crashes because of huge overdraw (when the triangle numbers are skewed)
[17:56:38] <Yatekii> derhass: the issue is that I can get a reasonable value for position but then the normal and layer_id values will be dead wrong
[17:56:45] <Yatekii> so I assume my padding is bad
[17:57:11] <Yatekii> and I am not sure what datatype to use in my shader for two int16.
[17:57:20] <Yatekii> because shaders don't seem to have notion of this
[17:58:04] <derhass> Yatekii: but it is not clear what you want
[17:58:05] <mefesto> im pretty sure they will be upcast. on the opengl side you define them as GL_SHORT, with 2 components... in the shader it would be equivalent to casting a short to a integer, IIRC
[17:58:14] <derhass> you have in uint for the layer id
[17:58:20] <jbracey> hm....I think vec2 is two floats?
[17:58:29] <derhass> so you need to set up a integer atytribute for that
[17:58:30] <jbracey> perhaps, is there an int2?
[17:58:42] <derhass> with the position stuff, it is totally unclear what you actually want
[17:58:58] <derhass> but it is also unclear what you actually do right now
[17:59:02] <Yatekii> derhass: my position attribute is two int16. I want to access those properly in the sahder
[17:59:06] <derhass> and how your data layout really is
[17:59:08] <Yatekii> the rest is not of interest. that works already
[17:59:16] <derhass> Yatekii: properly meaning _what_?
[17:59:21] <Yatekii> I am trying to go from a vec2 to an int16[2]
[17:59:23] <derhass> as int? as float? normalized?
[17:59:31] <Yatekii> derhass: such that I get the numbers in the sahder I put on the CPU
[18:00:02] <Yatekii> so when I put in [16, 18] I want to get [16, 18] on the GPU. I don't mind the data type
[18:00:15] <Yatekii> all I want to achieve with this is cutting the used bandwidth
[18:00:27] <Yatekii> because the iGPU is most likely dying on thsi
[18:00:47] <zid> Finally bothered to open up the xbox data files in a hex editor, looks like the struct has some alternate data expressed as int[4][612] hung off it
[18:00:53] <jbracey> hmm, actually I think vec2 is two 32 bit floats
[18:00:56] <zid> that looks reasonable for number of faces from 506 verts, woot
[18:01:01] <Yatekii> Jenetrix: yes, it's 100%
[18:01:03] <derhass> Yatekii: so what is the actual code where you set up the buffer and the attrib pointers?
[18:01:31] <Yatekii> derhass: well that's within wgpu. I don't have actual GL code.,
[18:01:47] <derhass> no idea what wgpu is
[18:01:56] <Yatekii> *vertx buffer
[18:02:01] <mefesto> Yatekii: int[2] or ivec2 on the glsl side
[18:02:17] <Yatekii> mefesto: so it doesn't matter how many bits wide it is?
[18:02:26] <derhass> Yatekii: this is not showing the interesting parts
[18:02:27] <Yatekii> (that's confusing to me)
[18:02:39] <derhass> mefesto: vec2 will work fine, too
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[18:03:26] <Yatekii> oO now I am even more confused ... too much magic ...
[18:03:32] <mefesto> you are telling it that info when you setup the vertex attrib via glVertexAttribPointer (and friends)
[18:03:50] <mefesto> glVertexAttribIPointer
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[18:04:51] <Yatekii> but wouldn't vec2() be expect 8bytes and not only 4?
[18:04:56] <Yatekii> that's the confusing part to me
[18:05:13] <derhass> Yatekii: the type in the shader is not the type in the buffer
[18:05:54] <mefesto> think of it like in c/c++ where you have `short x = 1;` then do something like `int px = (int) x;`
[18:05:58] <Yatekii> hmm ok :)
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[18:06:06] <Yatekii> I think I just input the data wrong then :/
[18:06:17] <mefesto> upcast you don't lose info, downcasting you can
[18:06:56] <Yatekii> mefesto: ah yeah, sure, for a scalar that works. for a vector type I wouldn't have expected that :)
[18:07:01] <Yatekii> then again, shader is lots of magic
[18:07:15] <mefesto> its just arrays of the same approach
[18:08:20] <mefesto> short[4] xs = {1,2,3,4}; int[4] pxs; pxs[0] = xs[0]; pxs[1] = xs[1]; ... etc...
[18:09:23] <Yatekii> yeah :)
[18:09:38] <derhass> Yatekii: you afre also in the wrong channel since wgpu doesn't even use GL in the first place
[18:10:15] <Yatekii> derhass: that's not true. I can choose the backend. I asked here because I was only concerned about the Shader side of things, but didn't know a specific place for that.
[18:10:43] <Yatekii> derhass: yes, I am using vulkan atm, but I can swap to OGL, DX12/12, Metal without great issue.
[18:10:45] <derhass> Yatekii: but GL is not among the available backends
[18:11:03] <Yatekii> derhass: yes it is =) 100% =D
[18:11:08] <Yatekii> derhass: in the rust version itsi
[18:11:11] <Yatekii> *it is.
[18:12:25] <derhass> there documentaion doesn't mention it atleast
[18:15:27] <Yatekii> you are right :) GL is experimental. They don't specifically target it. but there is quite some folks running it (especially for webassembly)
[18:25:23] <derhass> Yatekii: point is. the attribute setup is specific to the webgpu spec then, not GL's
[18:28:29] <Yatekii> derhass: yes, I am aware :) but my question was how to access it in the sader :9 sorry if that was not obvious :/
[18:28:47] <zid> Huzzah, dump confirms I found how to decode this version of the data. I need to make my structs and code support different sized elements though bah, short and int.
[18:29:08] <derhass> Yatekii: but those things are tightly coupled
[18:29:39] <Yatekii> derhass: yes, I am aware. but I just wanted to know the datatype to at least have that right. I thought I need a special datatype and that was the source of my error
[18:29:44] <derhass> Yatekii: GPUs have a wide range of automatic type conversion for vertex shade inputs
[18:29:46] <Yatekii> now I know it's something else
[18:30:08] <derhass> Yatekii: you can access an int16 in a buffer as float, normalized float, int and whatever
[18:30:25] <Yatekii> and now renderdoc crashes my pc evertime I fire it up :D
[18:30:37] <Yatekii> derhass: ok that's great to know, thx :)
[18:36:05] <Yatekii> ok so now something with the index buffer is wrong because the vertex buffer seems all correct =)
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[19:33:09] <zid> fixed the data, fixed the projection, fixed the texturing, working now
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