Created
February 23, 2016 17:01
-
-
Save elect86/1e8ab579235ef7b65812 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| <elect> I have a really hot loop, it's a modified version of the bindlessApp sample from Nvidia | |
| * AlphaAtom (~textual@cpc3-bath5-2-0-cust183.aztw.cable.virginm.net) has joined | |
| * GarrettShields (~GarrettSh@2607:fea8:a120:2b:658b:ef40:c2c0:714c) has joined | |
| <elect> 40k objects and I am updating an uniform buffer per object | |
| <elect> the buffer is persistently mapped | |
| * AlphaAtom has quit (Max SendQ exceeded) | |
| <elect> gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); | |
| <elect> but when i render, I get artifacts | |
| * langkid1 (~langkid1@bnc.langkid1.me) has joined | |
| * AlphaAtom (~textual@cpc3-bath5-2-0-cust183.aztw.cable.virginm.net) has joined | |
| <elect> if I switch back to the old glBufferData/glBufferSubData everything fine again | |
| <elect> shall I use a 3-ring buffer? | |
| <Guest81406> Anyone here who could help me? I wrote a pretty simple vertext (+fragment) shader. All works until I multiply gl_Position by a identity matrix .... if anyone could have a look I would be very happy: http://pastebin.com/4k99qUb5 | |
| <elect> or is there a quick way to barrier that | |
| * centrinia (~centrinia@2602:306:bd0d:a690:bdf1:8e42:7d9a:7dec) has joined | |
| * stefkos (~stefkos@82.177.144.226) has joined | |
| <ratchetfreak> elect: maybe use memory barriers? | |
| * Codex_ has quit (Ping timeout: 248 seconds) | |
| <ratchetfreak> or don't use coherent but instead flush explicitly | |
| <elect> you mean glMemoryBarrier? | |
| <elect> what's best? | |
| * seangrov` has quit (Remote host closed the connection) | |
| <ratchetfreak> try with barrier first I guess | |
| <elect> ok | |
| * linuxuz3r (~linuxuz3r@2602:306:bd2a:a160:84b2:726f:59c8:d61d) has joined | |
| <noizex> elect: https://ferransole.wordpress.com/2014/06/08/persistent-mapped-buffers/ | |
| <Guest81406> Any help for a beginner? | |
| <ratchetfreak> Guest81406: matrix is not an attribute | |
| <ratchetfreak> so you shouldn't be using attributeLocation to get the location | |
| <noizex> and you're not even multiplying that matrix | |
| <noizex> and multiplying int by float vec will probably result in type mismatch afair | |
| <elect> gl4.glMemoryBarrier(0xffffffff); doesn't help | |
| <elect> that's arg stays for gl_all_barrier_bits | |
| <ratchetfreak> do you wait until the buffer is no longer in use before updating it (using sync objects) | |
| <elect> no | |
| <elect> :/ | |
| <noizex> elect: you're modifying buffer that's in use by gpu, hence the artifacts | |
| <elect> ok, I'll try the sample code you linked | |
| <Guest81406> noizex: Thank You! You saved my day ... I missed the attribute mistake | |
| <noizex> read a bit on this | |
| <noizex> Guest81406: it was ratchetfreak ;) | |
| <danhedron> elect: you can do it the lazy way and orphan the buffer once you've reached the end | |
| <elect> that is? | |
| <danhedron> discard the buffer by invalidating the storage | |
| <Guest81406> ratchetfreak: ooops, of course thank you!! :) | |
| * karab44 has quit (Read error: Connection reset by peer) | |
| * napcode has quit (Quit: WeeChat 1.4) | |
| * verm1n has quit (Ping timeout: 276 seconds) | |
| <localuser-> There's definitely something weird going on. If I manually apply *2.0 to the interpolated scale vector (before I combine a transform matrix for each bone) the movement seems to work fine, although the spider turns all 70's fro-spider (magnified legs and buttsack) | |
| * idanbeck has quit (Remote host closed the connection) | |
| * Leates (~Leates@unaffiliated/rbxdev) has joined | |
| <jokoon> mmmh how do I specify texture coordinates in indexed mode? | |
| <ratchetfreak> maybe the null bone matrix gets too much weight | |
| * dmatos91 (599a0905@gateway/web/freenode/ip.89.154.9.5) has joined | |
| <ratchetfreak> jokoon: same way you specify the position | |
| <ratchetfreak> all attributes use the same index | |
| <localuser-> ratchetfreak I have no such bone | |
| * dine9091 (~Adium@95.150.177.10) has left | |
| <jokoon> so I also need to index the textures coordinates? | |
| <ratchetfreak> I meant the matrix for the binding pose | |
| * c64zottel (~orko@host-37-191-199-1.lynet.no) has joined |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment