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Type: Posts; User: Jonathan Ringstad

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  1. Sticky: Not entirely sure what you mean by that, having...

    Not entirely sure what you mean by that, having to set the uniforms & parameters again for a new kernel doesn't seem like a big deal to me (same thing as in GL,) or, in the case of UBOs in GL, you...
  2. Sticky: I do not believe there would be any performance...

    I do not believe there would be any performance impact due to introducing uniforms, as they are simply nothing other than a more flexible syntactic equivalent to kernel parameters. They are really...
  3. Sticky: @Salabar: To my knowledge, you cannot do...

    @Salabar: To my knowledge, you cannot do something like put an image object inside a struct. Imagine a function that returns something like e.g. a random seed, coefficient or other such value that...
  4. Sticky: @Alfonse Reinheart To clarify, I am not...

    @Alfonse Reinheart

    To clarify, I am not particularly concerned about the distinction between UBOs and uniforms (individual uniform variables). Either would work for my use-case. And D3D10+,...
  5. Sticky: That's a pretty vague blanket statement. I could...

    That's a pretty vague blanket statement. I could likewise say that by that argument no new OpenCL version should ever be released and no new feature should ever be added. Things that are useful...
  6. Sticky: Indeed (that is essentially what I am doing now),...

    Indeed (that is essentially what I am doing now), but the point is to do it without having to add extra parameters to the kernel. Adding a bunch of uniform variables of heterogeneous types that the...
  7. Sticky: Can we pretty please have constant variables that...

    Can we pretty please have constant variables that can be set from the host code?

    OpenGL has these in the form of uniform variables, CUDA has them in the form of cudaMemcpyToSymbol().

    Everyone I...
  8. Thank you for the clarification, I appreciate...

    Thank you for the clarification, I appreciate your time.

    I have also filed a bug against the OpenGL ES 2.0 "Man Pages & Other Documentation" component, asking for disambiguation of the previously...
  9. I was imagining it to work similar to how linking...

    I was imagining it to work similar to how linking C objects would work; you could define functions in one object, then declare and use them in another:

    lib.vsh:


    float...
  10. Attaching multiple shaders of the same type -- confusing (or contradictory?) docs

    Hello,
    I was trying to figure out whether I'm allowed to attach multiple shader objects of the same type (such as GL_FRAGMENT_SHADER) to a single program object. The OpenGL ES 2.0 reference appears...
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