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[17:16:47] <grim001> is there any built in variable or function that provides the size of the framebuffer being rendered to? or must this be passed in as a uniform?
[17:17:13] <Stragus> Pretty sure you need an uniform
[17:17:57] <grim001> would passing in a texture's size as a uniform rather than using the textureSize function be any performance benefit?
[17:18:05] <Yaniel> there is a builtin IIRC
[17:18:09] <Yaniel> but it's very new
[17:18:25] <grim001> I'm using 3.3 so then I won't be able to make use of it
[17:18:47] <Yaniel> mm no that was imageSize
[17:18:48] <derhass> what?
[17:18:57] <Yaniel> I don't even know what image it refers to
[17:19:03] <derhass> textureSize is in GL3.0
[17:19:17] <derhass> Yaniel: it refers to image load/store
[17:19:21] <Yaniel> yeah but textureSize is not for the currently active framebuffer
[17:19:49] <derhass> that is true
[17:20:49] <derhass> well, grim001 was posting two different questions
[17:20:52] <Yaniel> that said, if you are doing postprocessing you can probably assume that your texture is the same size as your framebuffer
[17:21:09] <grim001> yes, meant that as two different questions.
[17:21:45] <grim001> I don't know the performance implications of using textureSize vs uniform
[17:21:50] <Yaniel> no idea about performance
[17:21:56] <derhass> I don't think you will be able to notice any difference between textureSize and using a separate uniform
[17:22:00] <Yaniel> but I'd use textureSize already because it's more likely the right thing
[17:22:26] <Yaniel> also it'll save you a uniform slot, which may or may not be relevant
[17:22:58] <grim001> true. only a problem for opengl es users who might want to borrow this shader
[17:23:21] <Yaniel> for gles you likely want separate shaders anyway
[17:23:32] <Yaniel> unless you don't mind devolving into a #ifdef mess
[17:24:01] <grim001> I'll leave the opengl es optimizations for people who are actually using es
[17:24:45] <Yaniel> I mean you could probably hide the ifdef part with macros... does GLSL have macros?
[17:25:04] <derhass> yes
[17:25:42] <Yaniel> (or with a get_texture_size() function whose body is chosen with an #ifdef)
[17:25:44] <derhass> I used to use those a lot, beacuse I distruted AMDs compiler - and I was right
[17:26:05] <Yaniel> doesn't AMD have a new compiler now
[17:27:26] <derhass> I'd fear that, too
[17:28:26] <Yaniel> then again now we have spir-v :)
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[17:30:57] <derhass> well
[17:31:04] <derhass> on platforms supporting it
[17:31:16] <derhass> mesa is still working in that
[17:31:19] <derhass> s/in/on
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[17:32:52] <derhass> OSX will never get it
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[22:38:29] <Danol> Yo, I have an internal format of a texture GL_RGBA4. Can I upload to it effectively - not using GL_RGBA and GL_UNSIGNED_BYTE, which would double the bandwidth?
[22:38:41] <Yaniel> no
[22:38:58] <Yaniel> didn't you already ask this?
[22:39:12] <Danol> I believe not
[22:39:30] <Yaniel> well you could upload it as a GL_RED texture with GL_UNSIGNED_INT type
[22:39:44] <Danol> and that would be legit?
[22:39:50] <Yaniel> and then swizzle the components out of the bits in your shader if you *really* want to
[22:39:51] <Stragus> I think all existing drivers will invisibly promote the internal format to GL_RGBA8
[22:39:59] <Yaniel> but that requires GL4.3 or so
[22:40:09] <Yaniel> for raw bit access
[22:40:15] <Danol> I need the texture to be GL_RGBA4 because of the interpolations
[22:40:47] <Danol> I'm making it for 4.3+
[22:40:55] <Danol> or maybe 4.6+ because of anisotropic
[22:40:56] <Stragus> How are interpolations different from using GL_RGBA8 and assigning properly scaled values?
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[22:41:10] <derhass> what difference does it make if you use 8bit instead?
[22:41:15] <Danol> Space
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[22:41:37] <Danol> What I'm doing is quite space demanding
[22:41:47] <Stragus> The hardware doesn't have 4 bits per channel textures
[22:41:47] <Yaniel> compress it with dxt5
[22:41:49] <derhass> then deal with it manually
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[22:42:00] <Yaniel> aka bc3
[22:42:04] <Danol> Yaniel, yeah those textures are read-write
[22:42:23] <Yaniel> a lot of write?
[22:42:27] <Stragus> The do it manually, like derhass said
[22:42:29] <Stragus> Then*
[22:42:33] <Danol> the interpolations?
[22:42:42] <derhass> the whole format
[22:42:47] <Stragus> Integer fetch, decode, interpolation
[22:42:56] <Danol> Wouldn't that be slower over using a sampler?
[22:42:56] <Yaniel> because there are algorithms for realtime block compression
[22:42:58] <derhass> a R332UI will do
[22:43:05] <derhass> sorry, R16UI
[22:43:06] <Stragus> Danol: The hardware DOES NOT do 4 bits textures
[22:43:21] <Danol> Stragus, soo it's there only for historic reasons?
[22:43:23] <Yaniel> premature optimization etc etc
[22:43:40] <Danol> Well
[22:43:41] <Danol> how to put it
[22:44:08] <Danol> min 1024*1024*256 voxel data
[22:44:33] <Danol> and I want to store 4 components for each voxel
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[22:44:52] <derhass> that's just 1GB
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[22:45:08] <Danol> yeah for the lighting
[22:45:21] <Danol> I'll be storing the voxel data itself too, eventually
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[22:45:33] <Danol> and the 1024*1024 is the minimum view distance
[22:45:57] <Danol> the data requirements could go x4 easily, even more
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[22:51:28] <derhass> algorithms are nothing if they don't fit the hardware you're targeting
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[22:52:34] <Danol> And the answer was UNSIGNED_SHORT_4_4_4_4
[22:53:08] <derhass> I repeat: "if they don't fit the hardware you're targeting"
[22:53:45] <derhass> you're not saving an iota of memory by using that format on a desktop GPU
[22:55:22] <Danol> Will look on that
[22:55:33] <Danol> Anyway, I can at least save on the upload bandwidth
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[23:00:57] <Danol> Lol
[23:01:02] <Danol> I had that already solved
[23:01:35] <Stragus> You do realize that the drivers will expand non-supported formats to a supported one, namely GL_RGBA8?
[23:01:48] <Danol> I did not know that before coming here, no
[23:02:35] <Danol> Anyway, would implementing my own 3D linear interpolation be significantly slower than the one used in samplers?
[23:02:58] <Stragus> That's likely, 3D interpolation is a lot of fetches and math
[23:03:38] <derhass> depending on how the access pattern is, this all might be overshadowed by the memory fetches
[23:03:47] <derhass> so all that math may be effectively _free_
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[23:09:47] <Danol> Hmm
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   March 11, 2019  
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