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[00:07:02] <Elronnd> is there a great performance penalty for rendering to a renderbuffer rather than directly to the screen? Or doing a few nested renderbuffer renders -- renderbuffer, to renderbuffer, to renderbuffer, to screen?
[00:07:11] <Elronnd> Obviously there will be some, but is it significant?
[00:25:18] <Stragus> You get extra some blit/copy operations, but the overhead of switching render targets. Don't abuse it and it's very manageable
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[01:27:55] <derhass> a dozen of different passes is nothing special nowadays
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[05:34:16] <layeredcurkin> there still might be a method to just have a path from registers to i-buffers or i-cache, but it looks like I need to work more on it. Perhaps this can have second dispatch NOP'ed on shorthened pipeline to ignore the flags. to boost the perf.
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[06:05:29] <layeredcurkin> NVIDIA has a clever method, to substitute some of the L1 cache with the shared memory upon request. L1 is quite fast, but instruction parts of that are read-only, so on shortened pipeline on AMD cards it needs an extension to access or migrate it.
[06:05:51] <layeredcurkin> since there is no need anymore to access it.
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[13:48:03] <rocketmagnet> hi everyone, i got me the bluebook but i'm not able to compile the examples i'm on linux, what packages do i need to install ?
[13:48:13] <rocketmagnet> i get the error undefined reference to `glXGetProcAddress'
[13:48:25] <rocketmagnet> and undefined reference to `dlopen'
[13:51:49] <derhass> this is not a matter of packages to install, this is a matter of actually linking the required libraries
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[14:27:23] <rocketmagnet> hi everyone, i got me the opengl blue book but i get the error sb6code/include/sb6.h:283:17: error: variable or field ‘GLFWCALL’ declared void
[14:28:05] <Stragus> I have no idea what sb6code or sb6.h are, do you need that stuff?
[14:29:48] <Yaniel> probably some framework used by the book?
[14:33:27] <derhass> https://github.com/openglsuperbible/sb6code
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[15:56:31] <Serus> I'm struggling with getting 2 really simple shaders to compile on a raspberry pi (GLES2), it compiles simple.vert, but glGetShaderiv with GL_COMPILE_STATUS returns false for simple.frag
[15:56:33] <Serus> https://gist.github.com/DragoonX6/cb2d88a9159f1046291bc571f50eb5f4
[15:57:20] <Stragus> Did you ask for a shader compilation log?
[15:57:32] <Stragus> It will tell you why it doesn't like the shader
[15:57:36] <Serus> yes, and it's the most useless thing ever
[15:57:43] <Serus> It literally says "Compiled"
[15:59:18] <Stragus> Ahah
[15:59:49] <Stragus> It has been a long time since I have touched GLSL 1.0, but nothing wrong pops up to me
[16:00:13] <Serus> https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Vector_constructors
[16:00:17] <Serus> Is this supported?
[16:00:31] <Stragus> Maybe the problem is in your code, the shader compiled but you are querying something else
[16:00:31] <Serus> A friend asked if vec4(1.0) is supported
[16:01:01] <Stragus> I believe that was supported since day one
[16:01:33] <Serus> I first call glCompileShader, then glGetError, and then glGetSahderiv with GL_COMPILE_STATUS
[16:08:27] <Serus> ok what
[16:08:33] <Serus> now I'm really confused
[16:08:54] <Serus> if I assert on the compile status
[16:08:57] <Serus> I crash
[16:09:58] <Serus> if I printf it, with fprintf(stderr, "Compiled %s", compiled == GL_TRUE ? "successfully" : "erroneously"); it outputs "Compiled successfully"
[16:10:26] <Serus> Then the warnings I get are "Compiled"
[16:10:43] <Stragus> If that's really what happens, it's a serious case of undefined behavior due to some earlier bug
[16:11:04] <Serus> And the program fails to link with "ERROR:LINK-9 (link time, line -1) Missing main function for shader"
[16:15:23] <Serus> Ok, it magically gets past the asserts now, I think I may have forgotten to update the shaders earlier
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[16:24:50] <Serus> Am I supposed to attach shaders after compiling?
[16:24:56] <Serus> Or can I do this before compiling?
[16:27:58] <Stragus> Hrm... Perhaps you can attach without linking before compiling, but that's a bit weird. Just compile, attach, link
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[16:30:10] <Serus> I do attach, compile, link, right now
[16:31:00] <Stragus> I guess that works, I don't remember the specs and never have done it that way
[16:31:39] <derhass> the spec doesn't care
[16:32:06] <derhass> you need to compile before link, and obviously, also attach before link
[16:32:22] <derhass> you can compile after it is attached, and also re-compile
[16:32:39] <derhass> Stragus: so show the _actual_ code
[16:32:43] <derhass> sorry
[16:32:52] <derhass> Serus: so show the actual code
[16:33:06] <Serus> Uh, how much of it?
[16:33:20] <derhass> the relevant parts (tm).
[16:33:40] <Serus> I'll do my best
[16:33:56] <derhass> I can assure you that simple shaders do work on the RPi
[16:34:14] <derhass> (above that, it becomes tricky, but that is another story)
[16:34:39] <Serus> I know that shaders do work, it works in the samples
[16:35:12] <derhass> well, we suspect there is some issue with you client code
[16:35:26] <Serus> obviously, yes
[16:35:42] <Serus> Well, it's going to be a bit much, but I hope it provides enough context
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[16:41:43] <Serus> https://gist.github.com/DragoonX6/cb2d88a9159f1046291bc571f50eb5f4
[16:41:48] <Serus> It's basically all of it
[16:42:08] <Serus> But I don't want to redact anything that can be of help in understanding what is there
[16:42:49] <Serus> As I wrote in a comment, UniqueHandle<T> is simply a move only wrapper for handles, that sets the moved from to 0 when moving
[16:43:03] <Serus> Observer<T> == T*
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[16:54:41] <Serus> derhass, Stragus, any idea?
[16:54:53] <Serus> If you're reading it at all
[16:55:57] <Stragus> It's a bit too much code for me, and I'm pretty sure it's a code/C++ problem rathern than a GL problem
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[16:56:22] <Serus> Well, I made sure the shaders are loaded properly by outputting them
[16:56:32] <Serus> They compile properly
[16:56:53] <Serus> Not to say I don't make mistakes, but I went over this so much now I'm sure the code is fine
[16:57:04] <Serus> At least memory management wise
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[17:15:58] <derhass> Serus: I was distracted by something else, I will have a look now
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[17:26:54] <derhass> Serus: I find your code seriously dangerous
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[17:27:47] <englosh> how do I make a rectangle with custom width and height?
[17:28:01] <Matthijs> How do you make a rectangle without custom width a height/
[17:30:53] <englosh> I have this so far (the first triangle of the rectangle) : -1, 1, 1, 1, -1, -1, and when I make it this -1, 1, 1, 1, -1, -height, and height is 0.8 for example then it kinda works but when the height is 0, the triangle has the height of the half screen
[17:30:56] <englosh> but it shouldnt be visible then
[17:30:59] <englosh> because the height is 0
[17:32:00] <Matthijs> You don't specify width/height, you specify x/y
[17:32:20] <Matthijs> So it's not "0" height, it's "start at -1", "end at 0"
[17:32:53] <englosh> what? but shouldn't I use the x and y values for the translate matrix?
[17:33:37] <englosh> I basically want the middle (0) to be on the top of the screen instead of actually in the middle
[17:33:50] <englosh> so that height 0.5 would be the half
[17:33:50] <englosh> not 0
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[17:37:02] <Matthijs> You can either configure the viewport to accomplish that (glViewport), or multiply/translating the values in you matrix: value * 2 - 1 is what you need (0.5 * 2 - 1 = 0)
[17:37:31] <Serus> derhass: what about it?
[17:39:40] <derhass> Serus: The way your abstractions work. The destructs for GL object. I see that you rely on this UniqueHandle thing and move semantics, but it is easy to blow in your face if you make some sublte mistake somewhere
[17:40:23] <Serus> hmmm, I'll get to there eventually
[17:40:39] <Serus> But anything that stands out in terms of the gl code?
[17:41:11] <derhass> I am too far busy following all that C++ stuff to look at the actual GL
[17:44:19] <Serus> :/
[17:47:22] <derhass> Serus: I don't see anything obvoiusly broken with the GL calls there
[17:48:31] <Serus> hmmm
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[17:50:18] <derhass> Serus: but just for fun, I would just print the id in the constructors and desctuctors of the Shader and ShaderProgram, just to be sure
[17:50:32] <derhass> also, I'd print the actual strings passed to glShaderSourcem and the size
[17:50:56] <Serus> I already confirmed those with the debugger, but I'll add that
[17:51:41] <Serus> wait, hmm
[17:51:44] <Serus> maybe the size
[17:51:58] <Serus> and I guess I can fetch the source, to see if it's actually there
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[17:58:39] <Serus> aha
[17:58:42] <Serus> this explains a lot
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[18:00:51] <Serus> aw shit, it works now
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[18:19:12] <derhass> Serus: so what was it?
[18:31:43] <Serus> the size of the shader source was 0
[18:32:33] <Serus> In my file reading routine I had an erroneous check, where I checked if the capacity of the vector was enough to hold the data, I should've checked the size
[18:32:48] <Serus> I just removed the check entirely and just resize
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[20:31:42] <Matthijs> When I make my window very wide and not so high (say 2500x500), and turn the camera, my models get warped towards the side http://puu.sh/D6FJ0/52c75bc23a.jpg They also appear closer. I update the viewport and aspect ratio on a resize, but it seems something is going wrong. Or not? I'm not sure what I should even expect here...
[20:32:58] <Serus> Matthijs: do you update your matrices to reflect the new dimensions?
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[20:40:27] <Matthijs> Serus: Yes... but maybe I just found the bug as I checked that. When computing the projection matrix I divided the fov by 2, for some reason.
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[20:44:27] <Matthijs> And I suspect I should take the aspect ratio into account there.
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[20:45:15] <zy]x[yz> you probably divided the fov by two because you want to represent the angle from edge to edge, but your arithmetic wants a center-to-edge angle
[20:46:15] <Matthijs> Removing the division actually makes it worse.
[20:48:17] <zy]x[yz> yeah, most frustum matrix formula i've seen assumed a center-to-edge angle value
[20:48:46] <zy]x[yz> or all, rather
[20:49:12] <derhass> Matthijs: show the code
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[20:52:58] <Matthijs> Code: http://puu.sh/D6GsF/9b24b5030f.txt
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[20:57:03] <snyp> m[3,3] should be 1.
[20:57:15] <zy]x[yz> not for a projection matrix
[20:57:43] <snyp> nvm. forgot.
[20:58:18] <zy]x[yz> i only had that on the top of my head because i made that mistake recently
[21:01:09] <snyp> I see. I've had a long-standing confusion sitting in my head for a while which I cleared a couple days back. You can project (mentally at least) to the near plane and then lerp into the NDC [-1, 1] range, or project to the [-1, 1] plane parallel to the near plane (located at 1/tan(yfov / 2) distance along -z axis).
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[21:03:15] <derhass> snyp: I totally agree to the first part. for the part beginning with "or project ...", I don't know what you even mean
[21:05:27] <snyp> derhass: I mean the plane located at z = -1/tan(yfov/2) has a y extent of -1 to 1 (where it cuts the frustum, well not the "frustum", the square pyramid in this case)
[21:05:37] <derhass> snyp: I think I get it
[21:05:51] <derhass> snyp: the phrasing [-1 ,1] plane" threw me off
[21:05:57] <snyp> oh
[21:06:36] <derhass> but I do get your point now
[21:06:45] <derhass> one could certainly look at things that way
[21:07:51] <derhass> any plane parallel to the near plane is as good an image plane as any other anyway (with the exception of z=0, and also the mirroring for behind the camera)
[21:09:22] <snyp> I see. Yeah, approaching the projection matrix in the those two ways (for transforming the x and y components) you see you don't depend on the near plane's location on z axis (the 'near_z' variable cancels out in the indirect approach).
[21:10:09] <derhass> yeah, the classic frustum definition just uses the AABB oin the near plane
[21:12:19] <snyp> Lengyel's book defines the projection matrix using the near plane rectangle (top, bottom, left, right in view space) to arrive at the projection matrix, so directly using that 1/tan(...) thing was weird to me.
[21:13:11] <snyp> (again.. 'mentally')
[21:13:52] <Matthijs> Mentally is the easy part ;)
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[22:33:17] <Serus> hmmm, I have a triangle I want to render
[22:33:27] <Serus> if I render it with glDrawArrays, it works
[22:33:39] <Serus> but if I use an element buffer, it doesn't draw anything
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[22:34:16] <Serus> my element buffer containts 0, 1, 2, specifying the 3 vertices of the triangle
[22:35:34] <Serus> I get no errors, just nothing on the screen
[22:35:46] <Serus> do I have to specify 1 vertex twice?
[22:36:35] <derhass> no
[22:36:41] <derhass> show the code
[22:37:14] <zalt__> does depth testing improve performance?
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[22:38:17] <derhass> zalt__: by early rejecting fragments (and potentially even more than single fragments)
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[22:38:48] <Serus> https://gist.github.com/DragoonX6/cb2d88a9159f1046291bc571f50eb5f4#file-render_system-cpp I added it to the old gist, derhass
[22:39:12] <zalt__> hmm, i have a simple 2d renderer that is utilizing 100% of the gpu while being only at 20% of the cpu usage
[22:39:41] <zalt__> i wonder what is the bottleneck, even though i'm rendering way more than anyone would realistically want
[22:40:17] <chrisf> point your gpu profiler at it, apply palm to face
[22:40:18] <zalt__> the fps reach 30 at 60,000 sprites, this is without depth testing, and with alpha blending
[22:40:53] <Serus> derhass: RenderComponent just contains a pointer to the model and material
[22:42:04] <zalt__> i have many possible culprits in mind, one of them is the gpu bandwidth which is unlikely, for my card it is 250gb/s
[22:42:27] <derhass> Serus: your last parameter to glDrawElements is wrong
[22:42:30] <zalt__> the other is alpha blending itself, is it an expensive operation?
[22:42:51] <Serus> oh?
[22:42:58] <derhass> Serus: it is the byte offset in the currently bound ELEMENT_ARRAY_BUFFER
[22:43:06] <derhass> it is supposed to be, at least
[22:43:07] <Serus> oh
[22:43:08] <chrisf> zalt__: on what basis have you determined that you're saturating the GPU?
[22:43:14] <Serus> lol I see
[22:43:22] <zalt__> chrisf, msvs's gpu profiler which is somewhat broken
[22:43:44] <Serus> yeah, there we go
[22:43:45] <zalt__> it doesn't show many useful details, but it says gpu utilization was at 100%
[22:43:47] <Serus> a triangle
[22:44:38] <zalt__> is there a better profiler to use?
[22:44:43] <chrisf> zalt__: what hardware?
[22:44:50] <zalt__> i have a gtx 1070
[22:44:57] <chrisf> go download nsight then
[22:45:12] * zalt__ has nsight
[22:45:17] <zalt__> i never used it though
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[22:47:20] <chrisf> https://devblogs.nvidia.com/the-peak-performance-analysis-method-for-optimizing-any-gpu-workload/
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[23:10:45] <zalt__> chrisf, thanks, i just installed a newer version of it, the one i had was broken
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[23:19:32] <zalt__> chrisf, on a frame with 40k sprites all actions took 17ms, i don't know how to interpret all of the statistics in there :O
[23:26:13] <chrisf> let's see some of it
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[23:30:55] <chrisf> what i would initially suspect is (1) ineffective batching, or (2) massive overdraw
[23:40:46] <zalt__> chrisf, i don't know what's relevant to screenshot but here's one: https://i.imgur.com/cSaFp5H.png
[23:42:27] <zalt__> what do you mean by overdraw, because if it means what i think it means then yes, there are huge amounts of it
[23:42:59] <Yaniel> overdraw means that you draw geometry in places where you already have rasterized something
[23:43:15] <zalt__> i'm wondering does it matter whether there are lots of primitives overlapping on the same pixel space vs if they were scattered around the screen?
[23:43:17] <Yaniel> if you have lots of semitransparent layers that would be tons of overdraw
[23:43:19] <Yaniel> or particles
[23:43:38] <zalt__> like for the same number of triangles, would it be faster to have them uniformly spread?
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[23:44:00] * zalt__ should learn how to cheat in benchmarks
[23:44:28] <Yaniel> IIRC triangles are rasterized "in the order they were defined"
[23:45:06] <Yaniel> which would mean yes, it is faster if they don't overlap
[23:45:06] <zalt__> yep, and i imagine me having blending and no depth tasting would make this even worse
[23:45:07] <derhass> or as if
[23:55:15] <chrisf> well, i suppose the good news is you dont have ineffective batching :)
[23:56:30] <zalt__> Yaniel, chrisf, thank you for teaching me how to cheat
[23:56:49] <zalt__> changing the sprite's size to 15 pixels by 15 pixels, i can now spawn 100k entities at 60fps :D
[23:57:02] <zalt__> so, it is overdrawing that is the reason
[23:57:04] <derhass> that's not cheating
[23:57:08] <zalt__> :P
[23:57:38] <chrisf> tell us what's going on with your texturing
[23:58:14] <derhass> a single number never is able to represent complex interrelations
[23:58:28] <zalt__> chrisf, what do you mean?
[23:58:40] <zalt__> now i get solid 28fps with 200k sprites
[23:58:41] <chrisf> "you miss the texture cache so much you cry yourself to sleep"
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[23:59:53] <sparr> having trouble compiling a random game, type conflicts between multiple declarations of PFNGLFRAGMENTLIGHTIVSGIXPROC in the game's glew.h and the system's include/GL/glext.h. Might a different version of GL be useful here? Or is there some other obvious way to reconcile this sort of problem?
[23:59:58] <derhass> sprites should have a quite efficient texture acess pattern
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   March 28, 2019  
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