Upcoming Cool Features - PowerPoint PPT Presentation

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Upcoming Cool Features

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Use buffer objects for constant storage. Back uniform storage by a buffer object - hugely increases constant space available in shaders ... – PowerPoint PPT presentation

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Title: Upcoming Cool Features


1
Upcoming Cool Features
  • Siggraph BOF 2006

2
  • Lots of new functionality coming your way!

3
Programmability 1/3
  • Integers are first class citizens
  • bitwise operators, vertex attributes, uniforms,
    fragment shader output
  • Shadow cube maps
  • DEPTH_COMPONENT format now allowed for cube maps
  • Vertex id
  • Vertex shader knows what index number a vertex is
  • Primitive id
  • fragment shader and geometry shader know
    primitive index number
  • Varying variable interpolation modifiers
  • flat, no-perspective, centroid
  • Full shader control

4
Programmability 2/3
  • Use buffer objects for constant storage
  • Back uniform storage by a buffer object -gt hugely
    increases constant space available in shaders
  • Texture lookups that return integer values from
    integer textures
  • Up till now a texture lookup would always return
    floating-point values
  • Texel offset lookups
  • Adds an integer offset to the address used for a
    texture lookup
  • Fetch a single texel using integer address
  • Useful to treat a texture as a lookup table
  • Query the size of a texture map
  • Why not?

5
Programmability Geometry shader 3/3
  • A new pipeline stage
  • Now this is cool!
  • Operates on primitives
  • Comes after vertex shader and primitive assembly
  • before clipping and rasterization
  • One primitive in, one or more primitives out
  • Can do texture lookups
  • Output primitive type does not need to match
    input type

6
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7
Texturing
  • Support for texture arrays
  • Collection of images of identical size and format
    arranged in layers
  • True integer texture formats
  • In OpenGL today, textures are normalized
    texture components represent 0,1 fp values
  • New unnormalized texture internal formats
  • Support for super-sized 1D textures
  • Texture store is a buffer object no copy of
    data
  • Can be used for very large arrays, lookup tables
  • L, LA compressed formats
  • Could be used to store compressed normal maps
  • Compact encoded float formats
  • Efficient FP encoding of 3 component vectors in
    32 bit word

8
Framebuffer support
  • sRGB framebuffers
  • OpenGL assumes framebuffer is in linear space,
    particularly blending
  • Fragments to be written to a framebuffer
    converted to sRGB first
  • Blending takes framebuffer value, converts to
    linear, blends, converts to sRGB
  • Floating point depth buffer
  • New texture internal format
  • 32 bit fp value
  • Can store values outside 0,1 range

9
Miscellaneous important functionality
  • Record vertices of transformed primitives into
    buffer objects
  • Useful for multi-pass algorithms
  • Captured prior to clipping
  • Conditional rendering
  • Submit a set of geometry to OpenGL that is only
    rendered if a previous occlusion query passes
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