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   March 25, 2019  
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[00:43:03] <RobertPlummer> Hi guys, solving what appears to be one last issue with gpu.js, before its release with entirely working render targets, ty all.
[00:43:25] <RobertPlummer> This last bug is to do with reading a texture, RGBA, to a float.
[00:43:42] <RobertPlummer> I seem to either get -infinity's or 0
[00:44:00] <RobertPlummer> My question: what am I doing wrong?!?!?
[00:44:02] <RobertPlummer> :P
[00:44:25] <RobertPlummer> This is the unit test: https://github.com/gpujs/gpu.js/blob/develop/test/features/combine-kernels.js#L5
[00:44:43] <RobertPlummer> I tried using an array of size 8, but got same results.
[00:45:36] <RobertPlummer> This is the line that manages the readPixels: https://github.com/gpujs/gpu.js/blob/develop/src/backend/web-gl/kernel.js#L532
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[00:48:59] <Stragus> RobertPlummer: Not much GL there, except the glReadPixels. To summarize, reading GL_UNSIGNED_BYTES works but you get bad data with GL_FLOAT?
[00:49:30] <Stragus> Your 'h' is appears to be the height divided by 4, by the way. Maybe you are only reading a quarter of the data
[00:50:14] <RobertPlummer> Yes, in short. Reading from Array in GL_UNSIGNED_BYTES out works fine, reading from array in GL_FLOAT out works fine, it is texture in GL_FLOAT out that doesn't.
[00:50:54] <RobertPlummer> I've been adjusting what seems like all the parameters by 4, in hopes it was just simple math.
[00:51:03] <RobertPlummer> But it just keeps leading me to -infinity or 0's.
[00:51:06] <RobertPlummer> wierd.
[00:51:45] <Stragus> GL is supposed to convert any texture image format to the one you request, it doesn't have to match (at least for real GL, I don't know webgl)
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[00:59:08] <RobertPlummer> It seems to only be when I read to a texture that I want to reuse on another program.
[00:59:16] <RobertPlummer> and only for float
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[01:01:59] <Stragus> glGetError() to check if the call failed
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[01:04:38] <RobertPlummer> Stragus: no error
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[01:39:38] <derhass> so what format is the texture, and what are you tring to read?
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[13:14:32] <neure> hi
[13:20:23] <neure> Does glDeleteBuffers() auto-unbind buffer from VAO vertex attrib pointer buffer binding?
[13:20:45] <neure> I am not sure how to interprete the spec
[13:23:07] <ratchetfreak> IIRC the buffer is kept alive until the VAO doesn't bind to it any more
[13:23:52] <neure> really?
[13:25:35] <Yaniel> that's what it says in the spec
[13:25:56] <Yaniel> bound buffers (and shaders attached to a program, etc etc) are only marked for deletion
[13:26:08] <Yaniel> and cleaned up when no longer used
[13:29:08] <ratchetfreak> how does that interract with queries for the bound state I wonder?
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[13:31:19] <Yaniel> hmm?
[13:31:43] <neure> "When a buffer, texture, transform feedback or renderbuffer object is successfully deleted, it is unbound from any bind points it is bound to in the current context, and detached from any attachments of container objects that are bound to the current context"
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[13:32:15] <neure> Yaniel, programs are different
[13:32:29] <Yaniel> huh
[13:32:48] <Yaniel> I was pretty sure they work the same way
[13:33:02] * Yaniel makes a mental note
[13:33:11] <neure> GL has plenty of object variants that work in different ways
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[13:34:07] <neure> IsTexture() does not create object, IsSampler() does
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[13:35:31] <neure> Also given that delete silently ignores non-objects, a sequence gen, delete, bind will do nothing in delete step
[13:35:54] <neure> gen only reserves name, so name does not yet point to object at that point
[13:37:09] <neure> Well
[13:37:36] <neure> "When a buffer, query, renderbuffer, sampler, sync, or texture object is deleted, its name immediately becomes invalid (e.g. is marked unused), but the underlying object will not be deleted until it is no longer in use."
[13:39:59] <neure> reading that further
[13:40:27] <Yaniel> I think I remember why everyone was so excited about vulkan
[13:40:52] <Matthijs> Because it takes 3 days to get "clear" screen to work?
[13:41:27] <neure> so there is auto-unbind for current context
[13:41:37] <neure> and "in use" counts all contexts
[13:41:57] <neure> so if you have only one context, auto-unbind causes "in use" to be removed
[13:42:08] <neure> sorry "in use" condition to be cleared
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[18:00:05] <zalt> in orthographic projection what effect does z have? does it affect the perceived size of the object?
[18:00:37] <Stragus> No it doesn't
[18:01:15] <Stragus> The 'z' still determines depth values for the depth buffer, but there's no perspective
[18:01:21] <zalt> really?, so it doesn't matter whether an object is 4000 units or 400 units away?
[18:01:34] <Stragus> That's what an orthographic projection does, yes
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[18:02:05] <zalt> hmm, i'm using orthographic projection but i haven't played with z, it's always at 1.0
[18:02:30] <zalt> i guess i can still use it to enforce an order on objects?
[18:02:36] <Stragus> Yes
[18:02:47] <zalt> and that would be somewhat equivalent to drawing from back to front
[18:03:15] <Stragus> Depth testing is more efficient, early-out means fragment shaders (or even whole triangles) aren't executed
[18:04:32] <zalt> that's good to know, i'm wondering how would that affect transparency
[18:05:15] <zalt> i think this wouldn't work on transparent things, i.e. you need to deal with them specially?
[18:05:31] <Stragus> Draw all opaques with depth testing, then draw all transparent back-to-front with depth testing but not depth writing
[18:07:09] <zalt> i think this is because of an inherent problem in alpha blending right?
[18:07:17] <zalt> because it is order dependent
[18:07:52] <Stragus> Yes... There are fancy and complicated order-independent-ish transparency techniques, but keep that for later
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[19:08:53] <englosh> is it actually faster to give a shader uniform a single-char name for example "a" rather than a long one like "color"? Will the communication between the CPU and GPU be faster then?
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[19:10:39] <derhass> no
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[19:14:53] <englosh> ah ok
[19:23:22] <Foaly> unless you query the uniform by name all the time :P
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[19:23:45] <Foaly> (which i know has happened before...)
[19:24:59] <zy]x[yz> wouldn't surprise me
[19:28:06] <derhass> that does still not involve any communication between CPU and GPU
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[19:32:18] <snyp> Wait so.. glGetUniformLocation is not a 'sync point'?
[19:33:01] <derhass> not one between CPU and GPU
[19:33:12] <derhass> you might synchronize with some driver thread
[19:33:33] <derhass> but uniform names and locations are nothing the GPU is concerned with
[19:33:59] <snyp> I see.
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[23:04:11] <azonenberg> So I'm having a fun problem with line drawing
[23:04:22] <azonenberg> in old-school GL I'd just use GL_LINE_STRIP and be done with it
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[23:04:28] <azonenberg> But with modern stuff i have to tesselate
[23:04:36] <derhass> why?
[23:04:36] <azonenberg> And it's not quite working out the way I wanted
[23:05:09] <zalt__> i think i've simulated lines using triangles
[23:05:18] <azonenberg> derhass: you mean why tesselate? because GL_LINES/GL_LINE_STRIP etc are second class citizens in GL 3+, you can't do variable width etc properly
[23:05:33] <derhass> ok, so you want wide lines
[23:05:41] <azonenberg> https://www.antikernel.net/temp/glscopeclient-08.png
[23:06:06] <azonenberg> This is my app now, the UI chrome is GTK and the text overlays are rendered in Cairo to a texture then composited with GL on top of the GL-drawn waveform
[23:06:40] <azonenberg> When i zoom in, it looks fine https://www.antikernel.net/temp/glscopeclient-06.png (earlier screenshot without all of the scale bars etc, but same line drawing code)
[23:06:51] <zalt__> cool UI :)
[23:07:12] <azonenberg> As i zoom out, what i think happens is the triangles become degenerate and disappear because they're <1 pixel wide
[23:07:31] <zalt__> yes, you should approximate the pixel size
[23:07:44] <azonenberg> (I'm rendering ~20K points along the X axis in ~1K pixels of screen space in that render)
[23:07:56] <zalt__> you can probably set a minimum in the vertex/fragment shader?
[23:08:01] <azonenberg> Right now, the way I tesselate is with a GL_TRIANGLE_STRIP
[23:08:16] <azonenberg> where I have one point WIDTH/2 above and one WIDTH/2 below the nominal line center
[23:08:26] <azonenberg> so 2 points per measurement value in the graph
[23:08:41] <azonenberg> both share the same X value, that of the measurement
[23:09:04] <azonenberg> So what happens is, when you zoom in to the point that you have this and the next point sharing the same X value after rounding, the triangle disappears
[23:10:43] <azonenberg> I think the first thing i'm going to have to do is stop doing strips and have 2 full triangles per point
[23:11:14] <azonenberg> with X nominally half a sample left and right of the measurement point, and Y nominally half a thickness above and below
[23:12:08] <azonenberg> then if i detect X-Y < epsilon, artificially stretch the triangles a bit so they stay at least one pixel wide
[23:12:15] <azonenberg> That sound plausible?
[23:12:52] <zalt__> what is the source of your geometry? you're drawing lines from one sample to the next?
[23:13:15] <azonenberg> The raw data coming in is a float[] of voltages over time from the oscilloscope
[23:13:35] <azonenberg> i have a simple loop in my waveform download code that creates polygons from that
[23:13:49] <azonenberg> eventually i'll probably have to learn geometry shaders and tesselate on the GPU, but for the moment it's CPU based
[23:13:58] <azonenberg> then i push it to a VBO
[23:14:15] <zalt__> yep, that sounds good, it should be fast enough
[23:14:45] <azonenberg> Right now i'm using a LeCroy DSO that can only download ~20 waveforms per second over Ethernet
[23:14:46] <zalt__> if you're going to preprocess it, you also have other cool options you can implement while at it, like an option of smoothing the thing :)
[23:14:51] <azonenberg> So i'm not stressing things too much
[23:15:03] <azonenberg> Down the road, my plan is to move to custom hardware that will pull waveform data over 10/40GbE
[23:15:16] <azonenberg> i expect to be compositing tens or hundreds of waveforms per frame with alpha transparency
[23:15:34] <azonenberg> And then doing things like interpolation, DSP filters, protocol decoding, etc on the GPU
[23:16:55] <azonenberg> https://github.com/azonenberg/scopehal-apps/blob/master/glscopeclient/WaveformArea.cpp?ts=4#L764
[23:16:58] <azonenberg> This is the current geometry generation
[23:19:20] <zalt__> when you compare this to things done in games per frames such preprocessing is trivial, but you might have a problem with bandwidth if there are enough samples pushed to the gpu each frame
[23:19:31] <azonenberg> Well, things like decoding Ethernet
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[23:19:59] <azonenberg> or jitter analysis, or large FFTs, will need a fair bit of CPU
[23:20:06] <azonenberg> But yes i expect bandwidth will become a concern
[23:20:16] <azonenberg> I don't yet know how fast i can push it
[23:20:27] <azonenberg> for the moment, though, my goal is to fix the rendering bugs :)
[23:20:56] <zalt__> i you run into big numbers of samples you could probably ignore every 100th sample or something, because while zoomed out little details will not be visible
[23:21:24] <azonenberg> no, actually
[23:21:44] <azonenberg> consider the difference between a sine wave that repeats every ten cycles, and a constant voltage
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[23:21:57] <azonenberg> one will result in the whole display area being filled, the other will become a line
[23:22:07] <zalt__> i mean the density of samples per pixel
[23:22:09] <azonenberg> So decimation has to be done very carefully to avoid losing high frequency information
[23:22:14] <azonenberg> That's what i mean, though
[23:22:21] <azonenberg> if you have 50 samples per pixel with very different Y values
[23:22:24] <azonenberg> you can't collapse them into one
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[23:22:29] <azonenberg> you have to draw a big tall area
[23:22:36] <zalt__> azonenberg, you can while displaying
[23:22:39] <azonenberg> and, ideally, alpha blend where the areas with more values are brighter
[23:23:04] <zalt__> the gpu doesn't need 100k samples per pixel, it just wants one, there is no lost information if it's kept on the cpu side
[23:23:36] <azonenberg> Yeah, but I need to know how many samples hit that pixel so i can cahnge the brightness
[23:24:32] <azonenberg> What i do now is i render all the waveforms in a floating point buffer and GL_ADD the blending
[23:24:39] <azonenberg> then apply tone mapping to RGB after
[23:24:45] <azonenberg> in a second shader pass
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[23:26:19] <zalt__> even brightness can only have 256 possible values, i'm just saying skipping samples is an option if bandwidth becomes an issue
[23:27:17] * zalt__ his only experience with digital signals is a text -> morse code wav encoder he written :D
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[23:59:12] <azonenberg> zalt__: actually, you can go more with false color
[23:59:26] <azonenberg> and then of course there's options for logarithmic tone mapping etc, just like you'd do with HDR
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   March 25, 2019  
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