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[00:00:35] <gehn> jesse1010, either one is pretty reasonable to use, but it depends I think on your exact goals
[00:01:08] <gehn> jesse1010, your best way to answer that question is to try them both and evaluate what they provide in relation to what you want
[00:11:32] <vmt> translation: if you want everything + a fax machine & kitchen sink, use sdl
[00:12:20] <vmt> if you want something that will just take care of window i/o and gl context creation, use glfw
[00:13:03] <gehn> I'm not so convinced that SDL qualifies as the level of "everything" described there
[00:13:23] <gehn> for 3D work SDL doesn't do a whole lot for you, though it's useful for handling opening a window and handling input events from the keyboard and mouse
[00:14:01] <vmt> well, unless you want cross-platform and you want it fast, it's arguable you even need glfw or sdl
[00:14:46] <vmt> you could just get to know a bit of the windowing system as an added bonus
[00:15:08] <gehn> yes I would more or less advocate for the same thing: get to know your windowing system(s)
[00:15:32] <gehn> but if you don't want to deal with that, either of GLFW or SDL would be useful in some capacity, again it depends on what you want and how much of it you want
[00:15:50] <vmt> well sdl has all kinds of cross-platform abstractions, if memory serves
[00:16:09] <vmt> iirc, it even abstracts threads, no?
[00:16:10] <gehn> yes it abstracts event handling and opening windows
[00:16:18] <gehn> not sure about threads, I don't really use SDL
[00:16:36] <vmt> https://wiki.libsdl.org/SDL_CreateThread
[00:16:54] <gehn> if you're doing 2D SDL also has convenience methods for loading images and rendering 2D sprites and fonts etc
[00:17:01] <gehn> but that doesn't really exist in SDL for 3D
[00:17:33] <vmt> sdl: audio/filesystem/timers/threads/power management/err...
[00:17:35] <gehn> like not just "doesn't really exist", afaik SDL has nothing for 3D except the functions for opening a rendering context without worrying about platform specifics
[00:18:11] <vmt> what do you mean "for 3D"?
[00:18:19] <gehn> what would I not mean by that?
[00:18:29] <gehn> there are no mesh loading or rendering functions in SDL
[00:18:37] <vmt> it's not really supposed to be a game engine is it
[00:18:46] <gehn> no it's not
[00:18:50] <vmt> well, there you go.
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[00:18:58] <gehn> but it has some extra convenience stuff for 2D that doesn't have an equivalent for 3D
[00:19:06] <gehn> like loading and rendering 2D sprites
[00:20:05] <vmt> which is, somewhat out of place if you ask me
[00:20:20] <gehn> the 2D stuff is out of place?
[00:20:26] <vmt> yes
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[00:20:54] <vmt> personally i don't use either, but for the extraneous sdl-stuff i'd prefer glfw
[00:21:34] <gehn> I don't see how the other stuff like audio or power management is not out of place if 2D stuff is also out of place
[00:21:47] <vmt> i never said they weren't
[00:21:54] <vmt> refer to what i said about kitchen sink et al.
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[00:22:08] <gehn> yes I understand you think the SDL is pointless or bad or bloated or something
[00:22:23] <vmt> then your last comment appears extremely confused
[00:22:40] <gehn> it doesn't
[00:22:47] <gehn> your comments appear non-specific enough
[00:23:14] <vmt> well sdl tries to be some kind of a catch-all solution for all your x-platform needs(tm)
[00:23:19] <vmt> specific enough.
[00:24:06] <vmt> especially if you aren't doing cross-platform, i'd strongly advise against sdl
[00:24:22] <gehn> I wouldn't
[00:24:57] <BPL> My advice? Design your graphics library to be agnostic of the windowing system, so you'll be able to use it everywhere
[00:25:45] <vmt> ...and if you do that and don't want to worry about the windowing system yourself, then just ditch the sdl cruft and use glfw
[00:26:01] <BPL> in fact, ideally you'd also design your graphics library to be API agnostic... but this would involve a lot of upfront design and usually is not worth
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[00:26:06] <gehn> or use SDL for some of the things you want, and don't use the things you don't want
[00:26:28] <gehn> handling input and audio is pretty convenient and doesn't really change anything about how you do your graphics, physics or other engine related stuff
[00:26:49] <gehn> if you find you aren't using anything more than what GLFW provides, then you have an answer as to which you should probably use
[00:27:11] <BPL> that's actually not a bad advice neither
[00:28:12] <vmt> i haven't used sdl's audio system, but i have written cross-platform audio playing code just fine without it
[00:28:25] <gehn> I'm sure you have
[00:28:39] <gehn> that doesn't mean someone else might not find it useful or convenient
[00:29:00] <vmt> it doesn't, but perhaps it can be yet another learning experience
[00:29:07] <gehn> yes it can
[00:29:17] <gehn> depends on a person's goals though as to what they would rather spend their time on
[00:30:07] <vmt> surely. i just have some hope left in me that code entering production is actually written by people who know what the fuck they're doing
[00:30:21] <vmt> in essence -- just that we have libraries doesn't mean you shouldn't rtfm.
[00:30:32] <BPL> usually the 1) Wow, this feature would nice to have... and 2) I should design my system to support the unknown future leads to a lot of time investment. Don't be afraid to refactor your system that meets your current requirements if new ones appear
[00:31:01] <vmt> usually any non-trivial project is a highly iterative process
[00:31:05] <BPL> said otherwise, if you're already using glfw and it's meeting your requirements, why should you change? is there any strong reason of doing so?
[00:31:14] <gehn> that we have libraries means you can benefit from less strict need to concern yourself with as much low level and platform specific detail
[00:31:49] <gehn> it's good to get that low level understanding, but part of the point of any programming or tech is to improve productivity with higher levels of abstraction
[00:32:08] <gehn> if a person should only ever use the lowest level then we shouldn't even use OpenGL, we should be writing all our apps by hand in assembly
[00:32:25] <jesse1010> how do I change the background color of a glfw window?
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[00:32:47] <vmt> gehn: well that is not true.
[00:33:13] <gehn> indeed it's not true that it's a strict mandate to learn only the low level and or platform specific things
[00:33:16] <gehn> good, but not mandated
[00:33:20] <vmt> well i mean, you could call the api from assembly.
[00:33:33] <vmt> but to leverage a gpu you will need to use some api the driver implements
[00:33:49] <gehn> so then we should all be writing our own drivers
[00:33:54] <gehn> using M-x butterflies
[00:34:08] <vmt> impossible, the interfaces are proprietary
[00:34:31] <gehn> possible has no relevance to the matter of "should" or "should not"
[00:34:35] <vmt> to some degree anyway
[00:34:47] <vmt> no, you still have to function within the realms of possibility
[00:35:00] <gehn> yes but that doesn't change the "should"
[00:35:04] <vmt> and you're just making a strawman argument
[00:35:22] <gehn> no I've clarified the parameters
[00:35:40] <gehn> I agree that "possible" necessitates certain things in reality, but that doesn't change the so called "ideal" i.e. the "should"
[00:35:51] <gehn> there are open source drivers for both AMD and nvidia
[00:36:14] <vmt> nouveau is reverse engineered, and if memory serves amd's "opensauce" still contain proprietary code
[00:36:16] <gehn> at least on linux, probably not on windows, I'm not sure
[00:37:19] <vmt> you just threw out a hyperbolized argument which is a complete strawman. i never suggested something unrealistic and just called out "but it SHOULD be like this"
[00:37:55] <gehn> the suggestion is strong that SDL is not useful, which is itself IMO a hyperbolized argument
[00:38:09] <gehn> the statement about "kitchen sink and fax machine" is the definition of hyperbole
[00:38:09] <vmt> to get familiar with window systems isn't too much to ask, nor to get familiar with some sound server architecture either.
[00:38:28] <gehn> isn't too much for you, there are more people in the world than you
[00:39:08] <vmt> yes, and i firmly hold the belief that not all people who write software ought to be writing software
[00:39:22] <gehn> I don't disagree with that
[00:39:24] <vmt> not *nearly* everyone.
[00:39:38] <gehn> I just maybe draw the boundary line differently
[00:40:34] <vmt> software functionality and performance, neither of which are subjective measures. they can be quantized very easily
[00:40:58] <gehn> everyone was a beginner at some point
[00:41:12] <gehn> convenience libs are fine depending on your level of experience and desired feature set
[00:41:13] <vmt> just because you're a beginner doesn't mean you should take shortcuts
[00:41:19] <gehn> sure it does
[00:41:23] <vmt> no, it doesn't
[00:41:28] <gehn> does too
[00:41:44] <vmt> well, then i think this discussion is over from my part
[00:41:54] <gehn> you would mandate all beginners start with raw machine language 1's and 0's?
[00:42:01] <vmt> again, a hyperbole
[00:42:18] <gehn> it's pretty much necessary to alleviate complexity for beginners if they are to succeed and have a chance to do what you claim they should do
[00:42:33] <gehn> not a hyperbole, it was a question
[00:42:45] <vmt> it's necessary to build a basis onto which build in a linear fashion from the building blocks to the abstractions
[00:42:49] <vmt> and not the other way aroun,d.
[00:43:05] <gehn> I just hope you never become an educator or professor etc
[00:43:14] <gehn> because you have it entirely backwards as far as pedagogy goes
[00:43:43] <vmt> on that notion, i have very little respect for any of the professors and/or educators on the subject i've seen in my life
[00:44:38] <gehn> makes sense
[00:44:44] <vmt> starting out with some high level concepts and then at *some* point working your way towards the actual implementations thereof leads to nothing but confusion
[00:45:04] <BPL> I think there isn't a single "right" way to learn a particular subject... I don't see anything wrong with taking shortcuts, even if that won't give you a solid foundation will probably engage students. Each way individual learns is very heterogenous
[00:45:18] <gehn> maybe consider that if most professors do it in some way, and you don't like that way, maybe it's just you who is wrong
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[00:45:46] <vmt> gehn: when i see what kind of levels of quality software is produced at nowadays, i beg to differ
[00:45:46] <BPL> if you're taking shortcuts and you're having fun you're being reinforced by that "fun factor"
[00:45:57] <vmt> BPL: it's not about "do you learn", it's about "what you learn"
[00:46:09] <gehn> I don't think the quality is due to the direction of the approach but on many other factors
[00:46:17] <vmt> none of the concepts from machine language to fucking whatever abstract data structures you might think of, are too complicated to be understood.
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[00:47:13] <BPL> top-down, bottom-up, learning by abstractions, by doing, by concrete examples, ... There are many ways to learn a particular subject/field, so again, i don't think taking shortcuts is necessarily wrong
[00:47:28] <vmt> again, it's about what you learn.
[00:47:42] <vmt> and it's highly dependent on where you start, and what kind of a mental model you start forming
[00:47:47] <vmt> first impressions do matter, a lot
[00:47:49] <gehn> it's not about "too complicated to be understood", it's about reducing cognitive load and complexity so as to allow the desired topic to be learned with less distraction
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[00:48:35] <BPL> it's about what you learn and which down you want to dig down... for example, consider some fields of mathematics, sometimes it's just fine to learn a particular specific subject without going down to the whole abstraction, which could take you ages
[00:48:50] <gehn> ^
[00:49:09] <vmt> mathematics is such a skewed analogue...
[00:49:30] <gehn> no this is still pretty apropos
[00:49:34] <vmt> no.
[00:49:37] <gehn> yah
[00:49:42] <gehn> I win!
[00:49:47] <gehn> \o/
[00:49:56] <vmt> if we're just talking about hobbyists, sure. just shoot out whatever crap you can muster
[00:50:13] <vmt> i just hope nothing major ever comes out of it.
[00:50:22] <gehn> as you pointed out earlier, I'm not saying people shouldn't learn X Y or Z
[00:50:25] <gehn> you seem to be assuming this
[00:50:37] <BPL> for instance, yesterday i was learning about gimbal lock and at some point the subject it was +/- clear to me, instead stopping there i started to learn about octonions, SO3 and another "irrelevant" stuff... in fact, the funny thing was because that invested time my camera with gimbal lock is still buggy :'D
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[00:50:56] <gehn> but you are severely misinformed on what works well and what doesn't in terms of teaching
[00:51:15] <BPL> yeah, IMHO there isn't a single right way that works for everybody
[00:51:19] <gehn> if your goal is basically to discourage anyone and everyone, and it sounds like it kind of is, yes your approach here is great
[00:51:39] <gehn> and only the hardcore dedicated people will succeed and the world will be bug free and filled with master programmers
[00:51:45] <BPL> gehn: Don't take it too personal, I don't think vmt is trying to discourage anybody here
[00:51:56] <BPL> even if it sounds like it
[00:51:58] <gehn> but as you also brought up earlier, this doesn't reflect reality or the needs of reality and companies and businesses
[00:52:17] <vmt> in mathematics, there are many cases where a higher level concept is impossible (or borderline so) to understand, without understanding the concepts it builds on.
[00:52:29] <vmt> this is just one of the ways in which mathematics is a completely bad argument for what you're proposing
[00:52:43] <gehn> you're missing the point though, because it's not really about math specifically
[00:53:04] <vmt> gehn: keep it down there, i'm not trying to discourage anyone
[00:53:14] <vmt> and number 2, the example was strictly on math
[00:53:19] <gehn> well that's the net effect your proposed policy would have
[00:53:36] <vmt> if people are not ready to jump through the hoops, then they should drop the subject.
[00:53:45] <vmt> if something is worth doing, it's worth doing not-half-assed.
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[00:53:46] <gehn> yes so you are blatantly attempting to discourage people
[00:53:55] <gehn> and you are wrong to do so, both rationally and morally
[00:54:05] <vmt> nope, on the contrary, i'm trying to motivate people to be better at what they do.
[00:54:13] <gehn> no one is saying to teach people "to be half-assed"
[00:54:19] <BPL> :'D
[00:54:34] <gehn> and you would be failing super hard at motivating people to be better with this approach
[00:54:48] <vmt> well, trial by fire then.
[00:54:57] <BPL> actually, the "they should drop the subject" statement wouldn't help neither
[00:55:04] <gehn> yes I know you want to prevent shitty programmers from entering the workforce
[00:55:07] <gehn> I would like the same thing
[00:55:12] <gehn> but this is not the way to make it happen
[00:55:30] <gehn> not in the context of reality anyway
[00:55:39] <vmt> personally, i think limiting quotas for university applied programming/cs would do it just fine
[00:55:56] <vmt> that, and reducing the population of india to about 10%
[00:56:22] <gehn> yes but industry wants tons of programmers basically, good or not so good
[00:56:40] <BPL> I love this video => https://www.youtube.com/watch?v=vVRCJ52g5m4 , it's highly related to the ongoing conversation here, I think that guy is right (IMHO)
[00:56:53] <gehn> so I blame industry mostly
[00:58:22] <jesse1010> what notation is this? glRectf(-0.75f, 0.75f, 0.75f, -0.75f);
[00:58:25] <jesse1010> the numbers
[00:58:32] <gehn> jesse1010, floats
[00:58:39] <gehn> float literals to be a bit more precise
[00:59:47] <jesse1010> thanks
[00:59:48] <gehn> I might agree more with this type of strict hard-line approach in a field like aerospace where human lives are very much at risk, for example NASA or SpaceX or whatever
[01:00:26] <gehn> but I'm pretty sure those companies/organizations have a damn strict hiring process, so again it's more about the industry and what the employers are willing to accept in terms of candidate quality in the hiring process
[01:00:34] <vmt> oh i'm sure, like boeing right?
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[01:02:21] <vmt> software is a trade, like any other. if someone claims to be a professional, i (and quite frankly everyone else) should hold them up to a high standard, which sets them miles apart hobbyists and tinkerers.
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[01:03:01] <BPL> NASA... i recall some teacher few years ago telling this nonsense stuff => https://en.wikipedia.org/wiki/Java_Modeling_Language was teaching us would be used by the NASA in some stuff, trying to motivate the students with that... such a waste of time and really useless thing :(
[01:03:42] <vmt> furthermore, software, unlike a lot of other trades, is not a thing on its own, even though people like to abstract it away from the actual hardware. software is not the platform.
[01:04:40] <BPL> well, there are good proffessional and bad professionals... And high standard is a very subjective consideration tbh
[01:05:15] <gehn> for companies all seem to make the (absolutely horrible) mistake of thinking that they can do well by hiring 100s of cheap outsourced devs instead of a few highly qualified candidates
[01:05:20] <BPL> at the end of the day it's just about how much $$$ph is worth your time
[01:05:34] <vmt> a lot of the variables at play can (and should) be quantized, at which point it no longer is subjective
[01:05:40] <gehn> I don't know precisely why this is the prevalent view among non-tech business types, but I have some hypotheses
[01:06:10] <vmt> boeing is hardly "non-tech"
[01:06:15] <gehn> even Boeing made this mistake (apparently), to grave consequence
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[01:06:39] <gehn> well, the company is tech, but the business types at Boeing are probably mostly not very technical, like in almost any company
[01:06:57] <gehn> it's pretty rare to find a managerial level person who actually has decent technical understanding
[01:07:14] <vmt> this is true for a lot of "tech" too
[01:07:22] <gehn> yes that's what I'm saying
[01:07:41] <gehn> all the big "tech" companies like google, amazon, etc seem to do this as well
[01:07:51] <vmt> agreed
[01:08:35] <vmt> i've never been in a managerial position or running a company for that matter, but i guess the prevalent view is if you can run a big soda company, you can run any company
[01:09:02] <vmt> as if managers were made out of some uniform grey matter
[01:09:26] <gehn> hah, inb4 jobs and pepsi etc
[01:09:44] <gehn> was it pepsi, or coke? i think it was pepsi
[01:09:54] <vmt> john sculley, and pepsi yeah
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[01:10:46] <vmt> though i don't know. what's your take gehn?
[01:11:02] <gehn> I take no prisoners
[01:11:47] <vmt> heh
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[05:20:43] <wedr> I finally did it, a simple OpenGL shader. https://i.imgur.com/97j7Au2.gifv
[05:21:53] <wedr> Now, I just need to write all of the knowledge I learned down into a Word document, and publish my findings online
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[05:27:04] <lapsang> congrats
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[05:32:38] <wedr> It will take a lot of motivations for me to do this. I plan to just stop and play some Dragon Quest Builders 2, and worry about writing things down later on
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[06:19:28] <lapsang> another glsl site I just found out about https://mrdoob.com/projects/glsl_sandbox/
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[07:17:06] <backthen> are most cards having 32 bits for depth?
[07:19:10] <lapsang> 8 innit
[07:19:41] <lapsang> nvidia just announced new 10bit drivers
[07:19:51] <lapsang> I think its effectively 12 in photoshop, etc
[07:22:05] <backthen> lapsang: sorry I meant for the depth buffer
[07:22:56] <backthen> usually it's either 24bit depth + 8bit stencil, or maybe nowadays 32 bits for depth
[07:25:03] <lapsang> you're right, it's 24.
[07:25:12] <lapsang> 32 newer
[07:26:01] <backthen> so how come on mobile, I also chose 24 bit depth, but my decal textures have z-fighting issues
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[07:45:02] <mkoncek> in GLSL does multiplying ivec2 by float result in vec2 without any funny stuff happening?
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[07:51:00] <lapsang> wow idk but can you add an offset to them in the vertex shader?
[07:51:07] <lapsang> ^ backthen
[07:52:53] <backthen> lapsang: I'm using game engine so can't modify
[07:53:16] <backthen> I'd assume it does a proper job
[08:03:39] <lapsang> is your mobile up to date?
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[08:10:42] <backthen> lapsang: android 8.0. Should be using opengl ES 3
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[08:20:05] <lapsang> i see buggy behavior in different contexts sometimes
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[08:21:04] <lapsang> validate it maybe? http://shdr.bkcore.com/
[08:22:09] <lapsang> another solution is to just offset the decal coords in your 3d app
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[09:04:59] <macroprep> https://github.com/svenpilz/egl_offscreen_opengl/blob/master/egl_opengl_test.cpp would this work?
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[09:09:22] <immibis> try it and see?
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[09:09:48] <immibis> it probably works for the person who wrote it
[09:18:40] <macroprep> ok
[09:19:25] <macroprep> this is CORRECT right?
[09:19:27] <macroprep> const EGLint config[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 16, EGL_NONE };
[09:19:43] <macroprep> as i get EGL_BAD_ATTRIBUTE from eglCreateContext
[09:22:34] <macroprep> tho my pixel buffer surface is created successfully
[09:22:46] <wrobinso1> if you're getting an error, one wouldh ave to assume it's not correct
[09:26:41] <wrobinso1> i could be mistaken but I think you want to specify an attribute_list, not configs[]
[09:27:03] <wrobinso1> configs is returned by eglChooseConig, based on attrib_list
[09:27:23] <macroprep> i know
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[09:28:16] <macroprep> const EGLint config[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 16, EGL_NONE }; GLIS.configuration_attributes = config; const EGLint context[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE }; GLIS.context_attributes = context; const EGLint surface[] = { EGL_WIDTH, w, EGL_HEIGHT, h, EGL_NONE };
[09:28:16] <macroprep> GLIS.surface_attributes = surface;
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[09:45:10] <phr34k> glYoda you around?
[09:48:53] <glYoda> Sure.
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[09:55:49] <phr34k> I was wondering if you could make some comments on what is the most efficient way of downloading resource to the cpu without introducing pipeline stalls. I've been trying a few approaches some give resistance, but it seems like there's not a lot of paths available.
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[09:58:27] <phr34k> The closest thing I've been able to find are the ADZO approaches using persistent mapped buffers on the cpu aka allowing the renderer to draw at the same time while you have your dma and just do all of the synchronisation yourself.
[10:02:51] <phr34k> But partly I also target gles 3.1 where it doesn't seem like persistent bits are not supported. I don't even need persistent mapped buffer, but it would be great if I could map the buffer without the client api blocking on the command stream to catch up. So I've been wondering are there some conditions where glMapBuffer can directly return you the
[10:02:52] <phr34k> mapped memory without first catching up on queued operations.
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[10:21:40] <macroprep_> ok i THINK i successfully created a pixel buffer surface (as nothing renders tho nothing errors either)
[10:24:52] <macroprep_> https://github.com/mgood7123/AndroidCompositor/blob/master/app/src/main/jni/GLIS.h
[10:26:35] <macroprep_> now, how would i render this surface
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[10:37:08] <macroprep_> does eglSwapBuffers(display, surface) not work for a pixel buffer surface?
[10:38:41] <macroprep_> nvm ;-; "If surface is a single-buffered window, pixmap, or pixel buffer surface, eglSwapBuffers has no effect. "
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[13:38:21] <englosh> When it's not possible to make the type of the main() in a shader anything else other than void, then why is it mandatory to type void? Is that just because of consistency with other functions in the shader that have a type annotation? or is it some legacy stuff or can maybe a shader other than the vertex & fragment shader return something from the
[13:38:21] <englosh> main?
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[13:39:45] <Yaniel> that's because in the end main is just a function like any other
[13:39:55] <Yaniel> and for a function in GLSL you have to specify the return type
[13:40:28] <Yaniel> there is no 'fn' or 'function' keyword so it would get a bit complicated to determine what is and is not a function definition
[13:40:52] <englosh> ok that's a point
[13:41:02] <macroprep_> you COULD just typedef void main main or #define main void main (assuming GLSL allows those)
[13:41:16] <macroprep_> (probs doesnt :P )
[13:41:19] <Yaniel> so I guess the primary answer to your question would be "it was easier to implement that way"
[13:41:42] <immibis> same reason it has to be int in C
[13:42:11] <Yaniel> yes GLSL does allow #defines
[13:42:21] <macroprep_> oh
[13:42:31] <Yaniel> and #ifdef
[13:42:34] <macroprep_> #define main void main then :P
[13:42:44] <Yaniel> very handy to have those around
[13:43:13] <macroprep_> also how would i render a pixel buffer surface
[13:44:30] <Yaniel> let's talk about that when you manage to render a cube that has a spinning cube textured on each side
[13:46:44] <macroprep_> ok
[13:47:33] * macroprep_ looks at www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
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[14:03:51] * macroprep_ is too complex x.x
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[14:08:47] <macroprep_> do i need a texture or a texture buffer
[14:09:23] <Yaniel> in what part?
[14:09:51] <macroprep_> in creating a texture
[14:10:01] <Yaniel> just a texture
[14:10:50] <macroprep_> would it be texture2d
[14:11:11] <Yaniel> no it's texture4dhyperspace
[14:11:14] <Yaniel> of course it's texture2s
[14:11:17] <Yaniel> of course it's texture2d*
[14:11:40] * macroprep_ looks at https://open.gl/textures
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[14:25:40] <macroprep_> do textures require a shader
[14:25:57] <Yaniel> all drawing requires a shader
[14:26:08] <macroprep_> oh
[14:27:41] <macroprep_> do i need a VBO aswell?
[14:28:23] <Yaniel> yes
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[14:28:29] <Yaniel> for modern GL
[14:28:48] <Yaniel> if you are still going on with GLES1 then forget everything I ever said
[14:29:01] <macroprep_> ok
[14:37:54] <englosh> So before SPIR-V there was SPIR but what shader intermediate representation was there before SPIR? I can't find anything
[14:38:13] <Yaniel> SPIR was only for OpenCL
[14:38:30] <Yaniel> before SPIR-V there was no universal IR for shaders in GL
[14:38:41] <englosh> what did shaders compile to then?
[14:38:55] <Yaniel> they didn't
[14:39:16] <englosh> oh at this time there werent any shaders
[14:39:20] <englosh> no GPUs
[14:39:24] <Yaniel> they were handed to the GL driver in raw source form
[14:39:30] <englosh> oh
[14:39:30] <Yaniel> i.e. GLSL
[14:39:41] <Yaniel> or ARB assembly before that
[14:39:52] <Yaniel> (it wasn't pretty)
[14:39:58] <englosh> 2015.. that's actually not very long ago
[14:40:07] <englosh> so shaders don't exist that long actually
[14:40:23] <Yaniel> shaders are a thing since before 2005
[14:41:22] <englosh> uh oh I think I confused the year of SPIR with SPIR-V's
[14:41:36] <englosh> because SPIR-V was released 2015
[14:45:58] <Yaniel> SPIR wasn't really meant for shaders
[14:46:24] <Yaniel> SPIR-V was, after people moaned for a decade about GL only accepting shaders in source form
[14:46:56] <Yaniel> D3D had its own shader bytecode thing for a long time before that
[14:47:30] <englosh> though people below 4.6 still compile to SPIR instead of SPIR-V
[14:47:50] <Yaniel> umm no
[14:48:10] <englosh> wait but wasn't SPIRV support added in 4.6?
[14:48:15] <Yaniel> people who compile their OpenGL shaders to SPIR: literally nobody
[14:48:36] <englosh> https://en.wikipedia.org/wiki/OpenGL#OpenGL_4.6: "SPIR-V shaders"
[14:48:39] <Yaniel> yes
[14:49:04] <Yaniel> and as I said, before that everyone supplied their shaders as GLSL SOURCE CODE
[14:49:25] <Yaniel> the driver compiles that directly to whatever your GPU wants
[14:49:31] <macroprep_> i get GL_INVALID_OPERATION
[14:49:33] <englosh> at run-time
[14:49:40] <Yaniel> at run time yes
[14:49:43] <englosh> oh so but with 4.6 can pre-compile the shaders
[14:49:56] <englosh> but compiling to SPIR-V is also possible before 4.6
[14:50:22] <englosh> s/with 4.6/with 4.6 people
[14:50:29] <Yaniel> GL before 4.6 does not accept shaders as SPIR-V
[14:50:41] <Yaniel> only GLSL
[14:50:43] <Yaniel> always GLSL
[14:50:45] <Yaniel> forever GLSL
[14:50:52] <englosh> yeah and that's what they compile to SPIR-V
[14:51:16] <Yaniel> yes, starting from 4.6
[14:51:35] <Yaniel> although the driver still has to do a compilation step to actually get something the GPU understands
[14:52:08] <englosh> oh really? why isn't that done too at compile-time or whatever time instead of run-time?
[14:52:10] <Yaniel> but it's supposedly a trivial one
[14:52:22] <Yaniel> because GPU architectures are trade secrets or something
[14:52:41] <englosh> oh
[14:53:12] <Yaniel> in case you haven't noticed, nvidia is almost hostile against people developing opensource drivers for their newer GPUs
[14:53:51] <Yaniel> also, compiling directly to GPU machine code is impractical
[14:54:11] <Yaniel> since it will be different for each GPU
[14:54:12] <macroprep_> for glCompileShader ? o.o
[14:54:21] <macroprep_> tf
[14:54:23] <Yaniel> macroprep_: ?
[14:55:00] <Yaniel> so you'd have to ship a copy of all your shaders for all existing and future GPUs
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[14:55:20] <englosh> ah yeah that would be impractical
[14:55:34] <englosh> so then it's probably better if that last step is done at run-time
[14:55:44] <Yaniel> so there is a portable representation (GLSL and nowadays SPIR-V)
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[14:56:17] <Yaniel> SPIR-V is supposedly reasonably close to how the GPU machine code works so that last step should be fairly trivial
[14:56:52] <englosh> is there any other bytecode format besides SPIR-V that people use nowadays?
[14:57:00] <Yaniel> the D3D one
[14:57:17] <Yaniel> obviously that does not work with GL
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[14:58:10] <englosh> ah
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[15:04:37] <macroprep_> i get Supports Shader Compiler: false ;-;
[15:04:46] <macroprep_> glGetBooleanv(GL_SHADER_COMPILER, &GLSC_supported);
[15:06:19] <Yaniel> what
[15:07:25] <macroprep_> const char * GLIS_boolean_to_string(GLboolean & val) { if (val == EGL_TRUE) return "true"; else return "false"; } GLboolean GLSC_supported; glGetBooleanv(GL_SHADER_COMPILER, &GLSC_supported); LOG_INFO("Supports Shader Compiler: %s", GLIS_boolean_to_string(GLSC_supported));
[15:07:38] <macroprep_> "params returns a single boolean value indicating whether a shader compiler is supported. GL_FALSE indicates that any call to glShaderSource, glCompileShader, or glReleaseShaderCompiler will result in a GL_INVALID_OPERATION error being generated. "
[15:08:08] <Yaniel> and what GL version/variant is this
[15:09:06] <Yaniel> ES2 or ES1 it seems
[15:09:10] <macroprep_> GLES 3.X (GL 1.4)
[15:09:35] <macroprep_> ES3 (EGL 1.4) *
[15:16:14] <Yaniel> that's not a conforming GLES implementation then
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[15:16:54] <macroprep_> I/OpenGLRenderer: Initialized EGL, version 1.4
[15:17:21] <macroprep_> and im linking against GLESv3
[15:25:39] <macroprep_> even though https://github.com/googlesamples/android-ndk/blob/master/gles3jni/app/src/main/cpp/RendererES3.cpp SUPPORTS shaders ;-;
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[15:35:42] <mkoncek> i decided to send a fixed-point ivec3 to vertex shader, shift it by ivec2 camera position and multiply it by a small double to get the real float coordinates, but they seem to be always equal to -1 and 1
[15:35:59] <mkoncek> before, i used vec2/3 and everything worked correctly
[15:43:39] <mkoncek> some weird issues with scaling
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[17:20:09] <roxlu> Someone around who experimented with Filament from Google? https://github.com/google/filament
[17:20:15] * roxlu is looking into it
[17:30:11] <BPL> never tried but I recall few months ago I'd checked the filament's docs and they were really good&clear. It looks to me like a well-architected & clean piece of software. Basically what you'd expect from google.
[17:38:58] <roxlu> BPL: are you affialited with Google ^.^
[17:39:29] <roxlu> .. hehe I do agree with you; though it def. needs a bit more work but so far it looks nice
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[18:57:53] <backthen> roxlu: if it's google, expect abandonment any time
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   July 30, 2019  
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