Vertex Fetch Texture (VTF)
http://www.opengl.org/wiki/Vertex_Texture_Fetch
Vertex Texture Fetch
| This article contains inaccurate information. Further details can be found on the talk page. |
The following article discusses Vertex Texture Fetch feature of todays GPUs.
Vertex Texture Fetch will be referred to as VTF from now on.
Texture image units will be referred to as TIU.
VS means vertex shader
FS means fragment shader
What version of GL supports VTF?
In order to be able to do VTF, you need shader support. GLSL has been made core since GL 2.0.
You also need a GPU that supports VTF.
As of GL 2.1, texture float formats are not core yet. You need to check if GL_ARB_texture_float is present.
http://www.opengl.org/registry/specs/ARB/texture_float.txt
In GL 3.0, floating point formats became a core feature.
GPUs that support VTF use the same TIUs as the fragment shader. This means that you can bind a texture to TIU 1 and sample that same texture in the vertex shader and also the fragment shader. To bind the texture, it is rather simple :
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureID);
In order to know how many TIUs your vertex shader has access to, call
int MaxVertexTextureImageUnits;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &MaxVertexTextureImageUnits);
int MaxCombinedTextureImageUnits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &MaxCombinedTextureImageUnits);
and GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS is the TUI number accessible from your VS and FS combined.
If in your VS and FS, you access the same texture, that counts like accessing 2 TIUs.
An issue with accessing a texture is the texture format. Your GPU might support a wide range of formats that can be accessed by the TIU of the FS but the TIU of the VS simply doesn't support certain formats. For example, nVidia has published Vertex_Format.pdf when Gf6 was released
Gf 6 supports only GL_TEXTURE_2D of format GL_LUMINANCE32F_ARB and GL_RGBA32F_ARB. It doesn't support any of the other floating point formats or fixed point formats. There is no floating point compressed format.
All other formats besides GL_LUMINANCE32F_ARB and GL_RGBA32F_ARB cause the VS to run in software mode.
Gf 7 is similar to the Gf6.
Gf 8 is a DX10 level GPU and all DX10 level GPUs should support VTF with the same formats supported by the fragment pipe.
ATI/AMD :
ATI/AMD chose not to have VTF in their SM 3.0 GPUs.
X300 up to X1950. All of their standard X series.
They said it would be too slow. It would be better to do Render_To_VertexBuffer (R2VB).
In OpenGL, to do R2VB you would need PBO support. http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt
PBO became core in GL 2.1 and ATI's driver do support GL 2.1.
ATI's DX10 parts, in other words all their GPUs with the HD in the name, support VTF.
ATI's driver does report 16 for GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS but users are saying that their shaders don't work.
Example code :
uint vertex_texture;
glGenTextures(1, &vertex_texture);
glBindTexture(GL_TEXTURE_2D, vertex_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Linear filter might cause a fallback to software rendering so we are using GL_NEAREST
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Linear filter might cause a fallback to software rendering so we are using GL_NEAREST_MIPMAP_NEAREST
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
//Make sure your GPU support mipmaps with floating point textures
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAPS, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, width, height, 0, GL_LUMINANCE, GL_FLOAT, data);
If you setup some unsupported filter mode or wrap mode, or some unsupported texture format, it will fall to software vertex processing.
Another thing to remember is that the GPU doesn't know which mipmap to use. It has no way to compute the lambda factor.
You need to choose the mipmap in the VS yourself.
Here is an example of a VS.
Notice how the example uses texture2DLod() and it chooses mipmap 0.
attribute vec2 inTexCoord;
uniform sampler2D Texture0;
uniform mat4 ProjectionModelviewMatrix;
varying vec2 TexCoord;
void main()
{
vec4 texel, newVertex;
//Read the texture offset. Offset in the z direction only
texel = texture2DLod(Texture0, inTexCoord, 0.0);
newVertex = gl_Vertex;
newVertex.z += texel.x;
gl_Position = ProjectionModelviewMatrix * newVertex;
TexCoord = inTexCoord;
}
Vertex Fetch Texture (VTF)的更多相关文章
- [CG] 顶点动画贴图 (Vertex Animation Texture, VAT)
什么是顶点动画? 简单来说,通过改变网格顶点的位置,使网格变形从而做成的动画.顶点动画的灵活度要远远高于骨骼动画.骨骼动画是靠骨骼(一堆有层级结构的节点,数量应该是远远小于网格顶点的数量的)的变化来驱 ...
- 翻译:GLSL的顶点位移贴图
翻译:GLSL的顶点位移贴图 翻译自: Vertex Displacement Mapping using GLSL 译者: FreeBlues 说明: 之所以选择这篇文档, 是因为现在但凡提到位移贴 ...
- Life of a triangle - NVIDIA's logical pipeline
Home GameWorks Blog Life of a triangle - NVIDIA's logical pipeline Life of a triangle - NVIDIA's l ...
- 【原创】Linux环境下的图形系统和AMD R600显卡编程(11)——R600指令集
1 低级着色语言tgsi OpenGL程序使用GLSL语言对可编程图形处理器进行编程,GLSL语言(以下高级着色语言就是指GLSL)是语法类似C的高级语言,在GLSL规范中,GLSL语言被先翻译成教低 ...
- PatentTips - Sprite Graphics Rendering System
BACKGROUND This disclosure relates generally to the field of computer graphics. More particularly, b ...
- Graphics processing architecture employing a unified shader
FIELD OF THE INVENTION The present invention generally relates to graphics processors and, more part ...
- 深入GPU硬件架构及运行机制
目录 一.导言 1.1 为何要了解GPU? 1.2 内容要点 1.3 带着问题阅读 二.GPU概述 2.1 GPU是什么? 2.2 GPU历史 2.2.1 NV GPU发展史 2.2.2 NV GPU ...
- 性能三 powerVR specfication
2.Optimising Geometry Interleaving Attributes VBO Draw call size Triangle Size 32个像素/primitive - ...
- 39. Volume Rendering Techniques
Milan Ikits University of Utah Joe Kniss University of Utah Aaron Lefohn University of California, D ...
随机推荐
- css3学习总结3--CSS3图像边框
border-image属性 .className{ border-image:url(/course/54d1cae088dba03f2cd1fec1/img/border.png) 20 20 2 ...
- Myeclipse 安装svn插件
安装subclipse, SVN插件1.从官网下载site-1.8.22.zip文件 访问不了可点我网盘2.从中解压出features与 plugins文件夹,复制到MyEclipse\MyEcl ...
- Nginx 服务器安装及配置文件详解
原文出处: Sean Chow(@SeanLoook) 欢迎分享原创到伯乐头条 Nginx 在工作中已经有好几个环境在使用了,每次都是重新去网上找博客,各种编译配置,今天自己也整理一份安装文档和 ...
- web页面自适应手机屏幕宽度
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scal ...
- poj 1159 dp回文串
题意:添加最少的字符使之成为回文串 #include<cstdio> #include<iostream> #include<algorithm> #include ...
- 【现代程序设计】homework-05
本次作业要求设计服务器和客户端,由于之前对网络编程是一窍不通,上上节课听宗学长讲述Tcp的时候心里想这个东西还真是高大上啊一点儿都听不懂,但是上个周末看了看C#网络编程的博客和书之后,发现这个东西入门 ...
- matlab练习程序(矩形变换为单连通形状)
变换使用的模板必须是单连通的,而且模板中心必须在模板内,如果在模板中打个结或是月牙形,这里的程序就处理不了了. 虽然非单连通模板也有办法处理,不过不是这里要讨论的. 这里用到的方法和矩形变换为圆那片文 ...
- 【vijos1066】弱弱的战壕 线段树
描述 永恒和mx正在玩一个即时战略游戏,名字嘛~~~~~~恕本人记性不好,忘了-_-b. mx在他的基地附近建立了n个战壕,每个战壕都是一个独立的作战单位,射程可以达到无限(“mx不赢定了?!?”永恒 ...
- WinForm下窗体标题栏上有“帮助”按钮
将FormBorderStyle设置为Sizable. 最大化和最小化设置为false helpbutton 设置为true
- D. Array GCD
You are given array ai of length n. You may consecutively apply two operations to this array: remove ...