Timeline for How can I optimize these GLSL bitwise operations?
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
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| Jun 18, 2024 at 19:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Feb 17, 2015 at 9:29 | comment | added | Andreas | I meant storing it in the uniform buffer may not be possible, but storing it as an integer texture is what I ended up doing. This is still not ideal, because it uses a lot of bandwidth (more than a GigaTexel/s). Currently this is not a problem, but it may become a bottleneck later on. | |
| Feb 17, 2015 at 7:36 | comment | added | EastOfEden | Is a 2mb table kept as an integer texture be large at all? It does not sound too big. | |
| Feb 16, 2015 at 21:41 | answer | added | Andreas | timeline score: 1 | |
| Feb 16, 2015 at 19:09 | comment | added | Andreas | I am using this for procedural rendering. Doing it like this means that the fragment shader of my program gets invoked at a more regular frequency . This is important because my fragment shader contains an atomic counter which means that each consecutive invocation may have to wait for the previous one to complete. Currently the fragment shader is no longer the bottleneck, but now the vertex shader is. | |
| Feb 16, 2015 at 17:03 | comment | added | Andon M. Coleman | Holy moly... it is not every day you see a vertex shader doing something so bizarre. | |
| Feb 16, 2015 at 16:39 | history | edited | user1430 | CC BY-SA 3.0 | edited title |
| Feb 16, 2015 at 15:53 | answer | added | Stephane Hockenhull | timeline score: 0 | |
| Feb 16, 2015 at 14:54 | comment | added | concept3d | Can you give the question some more context. What are you trying to optimize ? what is this shader trying to do? IMO we can't answer the question in its current state. | |
| Feb 16, 2015 at 14:48 | history | asked | Andreas | CC BY-SA 3.0 |