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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 :)[17:29:30] *** davr0s <davr0s!~textual@host109-150-28-226.range109-150.btcentralplus.com> has joined ##OpenGL[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[17:31:28] *** darkside86 <darkside86!~ismai@97-81-155-106.dhcp.gwnt.ga.charter.com> has quit IRC (Ping timeout: 246 seconds)[17:32:52] <derhass> OSX will never get it[17:36:23] *** Matthijs <Matthijs!~quassel@unaffiliated/matthijs> has quit IRC (Quit: *waves frantically*)[17:41:04] *** hellozee <hellozee!~hellozee@116.73.34.190> has joined ##OpenGL[17:45:05] *** snyp <snyp!~Snyp@1.39.163.91> has joined ##OpenGL[17:50:48] *** bigpet <bigpet!uid25664@gateway/web/irccloud.com/x-zdwqzhbovyaaplzl> has joined ##OpenGL[17:54:19] *** cfoch <cfoch!uid153227@gateway/web/irccloud.com/x-ntnmnfrcjsurdsgu> has joined ##OpenGL[18:07:16] *** LunarJetman <LunarJetman!LunarJetma@5ec16e1a.skybroadband.com> has joined ##OpenGL[18:14:17] *** pie___ <pie___!~pie_@unaffiliated/pie-/x-0787662> has quit IRC (Remote host closed the connection)[18:14:17] *** akawaka <akawaka!~akawaka@cpe-24-24-219-100.socal.res.rr.com> has quit IRC (Excess Flood)[18:14:26] *** pie_ <pie_!~pie_@unaffiliated/pie-/x-0787662> has joined ##OpenGL[18:14:46] *** akawaka <akawaka!~akawaka@cpe-24-24-219-100.socal.res.rr.com> has joined ##OpenGL[18:15:14] *** pie_ <pie_!~pie_@unaffiliated/pie-/x-0787662> has quit IRC (Remote host closed the connection)[18:15:33] *** pie_ <pie_!~pie_@unaffiliated/pie-/x-0787662> has joined ##OpenGL[18:16:20] *** Oddity <Oddity!~Oddity@unaffiliated/oddity> has quit IRC (Ping timeout: 268 seconds)[18:20:15] *** neure <neure!~timo@mobile-access-5d6ae3-99.dhcp.inet.fi> has quit IRC (Quit: Leaving)[18:22:20] *** Oddity <Oddity!~Oddity@unaffiliated/oddity> has joined ##OpenGL[18:22:25] *** moser_ <moser_!~moser@113.119.57.222> has joined ##OpenGL[18:25:48] *** moser <moser!~moser@113.119.70.202> has quit IRC (Ping timeout: 252 seconds)[18:31:25] *** ratchetfreak <ratchetfreak!c351a8d8@gateway/web/freenode/ip.195.81.168.216> has quit IRC (Ping timeout: 256 seconds)[18:42:47] *** Nicmavr <Nicmavr!~Nicmavr@unaffiliated/nicmavr> has quit IRC (Read error: Connection reset by peer)[18:44:41] *** Nicmavr <Nicmavr!~Nicmavr@unaffiliated/nicmavr> has joined ##OpenGL[18:44:58] *** darkside86 <darkside86!~ismai@97-81-155-106.dhcp.gwnt.ga.charter.com> has joined ##OpenGL[19:06:04] *** davr0s <davr0s!~textual@host109-150-28-226.range109-150.btcentralplus.com> has quit IRC (Quit: My MacBook Pro has gone to sleep. 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ZZZzzz…)[22:09:53] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:15:54] *** davr0s <davr0s!~textual@host109-150-28-226.range109-150.btcentralplus.com> has joined ##OpenGL[22:26:28] *** toblorone <toblorone!~toblorone@162.246.216.28> has joined ##OpenGL[22:31:04] *** toblorone <toblorone!~toblorone@162.246.216.28> has quit IRC (Ping timeout: 255 seconds)[22:37:40] *** Danol <Danol!~Danol@ip-94-112-108-12.net.upcbroadband.cz> has joined ##OpenGL[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?[22:41:03] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Quit: groton)[22:41:10] <derhass> what difference does it make if you use 8bit instead?[22:41:15] <Danol> Space[22:41:23] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[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[22:41:50] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[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[22:44:51] *** ShadowIce <ShadowIce!~pyoro@unaffiliated/shadowice-x841044> has quit IRC (Quit: Leaving)[22:44:52] <derhass> that's just 1GB[22:44:53] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:45:08] <Danol> yeah for the lighting[22:45:21] <Danol> I'll be storing the voxel data itself too, eventually[22:45:29] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[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[22:45:58] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:46:16] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[22:46:53] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:47:03] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[22:47:38] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:47:50] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[22:48:10] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:48:36] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[22:49:10] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:49:23] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[22:50:50] *** stefkos <stefkos!~Pawel@79.184.8.105.ipv4.supernova.orange.pl> has quit IRC (Quit: Going offline, see ya! (www.adiirc.com))[22:51:08] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:51:28] <derhass> algorithms are nothing if they don't fit the hardware you're targeting[22:51:39] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[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[22:56:32] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[22:57:36] *** groton <groton!~groton@unaffiliated/groton> has quit IRC (Client Quit)[22:58:55] *** groton <groton!~groton@unaffiliated/groton> has joined ##OpenGL[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_[23:06:47] *** thomas_2_ <thomas_2_!~thomas_25@unaffiliated/thomas-25/x-0068438> has joined ##OpenGL[23:09:47] <Danol> Hmm[23:11:28] *** noizex <noizex!~noizex@solitary.ninja> has quit IRC (Remote host closed the connection)[23:19:49] *** davr0s <davr0s!~textual@host109-150-28-226.range109-150.btcentralplus.com> has quit IRC (Quit: My MacBook Pro has gone to sleep. 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