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Type: Posts; User: Gedolo2

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  1. Sticky: How will higher level language features be...

    How will higher level language features be handled in the API's language bindings for higher level languages?
    I mean function overloading in particular. Also method / member function versus function...
  2. Sticky: The text seemed to imply descriptors are an...

    The text seemed to imply descriptors are an addition to bindless, not a replacement.

    I'm still a bit worried about the "Submit the same command buffer many times",
    what if you are...
  3. Sticky: @ Alfonse-Reinheart...

    @ Alfonse-Reinheart
    Thank you for clarifying bindless in the context of Vulkan.
    Great to know Vulkan already has something better and will perform well.

    Thanks for clarifying the...
  4. Sticky: From:...

    From: https://drive.google.com/file/d/0B-MryQk4ewrRMVlVdjRGeWFiZXM/view?pli=1
    Page 33

    Almost there, can't I just keep the command buffer copy on the GPU's memory and refer to executing it once...
  5. Sticky: Also don't forget to have API functionality for...

    Also don't forget to have API functionality for applications requesting if a specific version of Vulkan and SPIR-V is supported by a driver and or ask which versions of Vulkan and SPIR-V are...
  6. Sticky: From: ...

    From:
    https://drive.google.com/file/d/0B-MryQk4ewrRMVlVdjRGeWFiZXM/view?pli=1
    Page 33.

    You are implying you can make the API faster and are not going to do it because it's already fast...
  7. Sticky: It would be great if Vulkan could work with the...

    It would be great if Vulkan could work with the following:

    Support for new generation of frame sync technologies
    (These newer technologies have some advantages over V-Sync):...
  8. Sticky: +1 There was a 60 slide presentation about...

    +1

    There was a 60 slide presentation about Vulcan, I can't find it anymore.
  9. Sticky: The DMA queue sounds very useful for streaming...

    The DMA queue sounds very useful for streaming map purposes.
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    Sticky: Bring out this new version of OpenGL ES out after...

    Bring out this new version of OpenGL ES out after an OpenGL 4.x update with the efficient vertex processing.

    It's important to not bring out an OpenGL Es too soon. Since missing the tidy up and...
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    Sticky: Oh yes, of course. To make the list complete for...

    Oh yes, of course.
    To make the list complete for the new bindless paradigm:
    Add bindless vertex processing!
    Efficient drawing of vertex data is very, very useful. Is a natural fit with the newer...
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    Sticky: Use same version number for GLSL ES as for OpenGL...

    Use same version number for GLSL ES as for OpenGL ES.
    Thus when bringing out another OpenGL ES 3.x have the GLSL ES version also be 3.x.
    When bringing out an OpenGL ES 4.0 have the GLSL ES version...
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    Sticky: The previous comment talking about using OpenCL...

    The previous comment talking about using OpenCL ES profile is talking about the compute shader. The use of OpenCL (ES) based/inspired API in the compute shader.
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    Sticky: In OpenGL ES use the OpenCL ES profile. Because...

    In OpenGL ES use the OpenCL ES profile. Because ES profile.
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    Sticky: Be sure to keep things that improve performance....

    Be sure to keep things that improve performance.
    Such as the pieces mentioned in AZDO(Approaching Zero Driver Overhead):
    http://www.slideshare.net/CassEveritt/beyond-porting
    Features mentioned...
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    Sticky: And remove pre-ETC2/EAC texture compression...

    And remove pre-ETC2/EAC texture compression formats/algorithms.
    Older algorithms should make place for technically more useful alternatives such as ETC2/EAC and newer.
    Good version number change...
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    Sticky: Don't integrate SPIR(OpenCL 2.0). Is not good...

    Don't integrate SPIR(OpenCL 2.0).
    Is not good feature to integrate with an OpenGL ES 4 release.
    Because OpenGL NG/newer would be a better fit for integrating this IR(intermediate representation)...
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    Sticky: Providing something between now and when OpenGL...

    Providing something between now and when OpenGL NG comes out.
    Would be a nice thing. If next summer OpenGL NG isn't finished yet, you can release OpenGL ES 4 and OpenGL 4.6.
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    Sticky: SPIR version number

    Make SPIR version number the same as the OpenCL version it belongs too.
    Reduces potential confusion.
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    Sticky: And keep the compute shaders capability up to...

    And keep the compute shaders capability up to date with OpenCL.
    With the newer OpenCL 2.0 release.
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    Sticky: Have context creation for OpenGL ES 4 and if...

    Have context creation for OpenGL ES 4 and if created OpenGL ES 3.x too in OpenGL, similar to current OpenGL ES context creation in current OpenGL.
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    Sticky: Break compatibility going from OpenGL ES 3.x to...

    Break compatibility going from OpenGL ES 3.x to OpenGL ES 4, has also been allowed going from OpenGL ES 1.x to OpenGL ES 2.
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    Sticky: Have OpenGL ES 4 only support and use bindless...

    Have OpenGL ES 4 only support and use bindless textures and DSA functions.

    Forms a good break with the major version number change (3 -> 4).
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    Sticky: Bring out an OpenGL ES 4

    Please do bring out an OpenGL ES 4.
    With only DSA functions, without non DSA functions.
    Direct State Access is a big difference, change main version number from 3 to 4.
    Create OpenGl ES 4.0
    For...
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    Have the SPIR specificaton version match the...

    Have the SPIR specificaton version match the OpenCL specification version it is part of.
    Thus in this case change the SPIR version to 2.0. IF you need a version to denote api compatibility do this...
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