Why is writing to a buffer from within a fragment shader disallowed in Metal?

Writes to buffers from fragment shaders is now supported, as mentioned in What’s New in iOS 10, tvOS 10, and macOS 10.12 Function Buffer Read-Writes Available in: iOS_GPUFamily3_v2, OSX_GPUFamily1_v2 Fragment functions can now write to buffers. Writable buffers must be declared in the device address space and must not be const. Use dynamic indexing to … Read more

How do I get the current color of a fragment?

The fragment shader receives gl_Color and gl_SecondaryColor as vertex attributes. It also gets four varying variables: gl_FrontColor, gl_FrontSecondaryColor, gl_BackColor, and gl_BackSecondaryColor that it can write values to. If you want to pass the original colors straight through, you’d do something like: gl_FrontColor = gl_Color; gl_FrontSecondaryColor = gl_SecondaryColor; gl_BackColor = gl_Color; gl_BackSecondaryColor = gl_SecondaryColor; Fixed functionality … Read more

How exactly does OpenGL do perspectively correct linear interpolation?

The output of a vertex shader is a four component vector, vec4 gl_Position. From Section 13.6 Coordinate Transformations of core GL 4.4 spec: Clip coordinates for a vertex result from shader execution, which yields a vertex coordinate gl_Position. Perspective division on clip coordinates yields normalized device coordinates, followed by a viewport transformation (see section 13.6.1) … Read more

What does `precision mediump float` mean?

This determines how much precision the GPU uses when calculating floats. highp is high precision, and of course more intensive than mediump (medium precision) and lowp (low precision). Some systems do not support highp at all, which will cause code not to work at all on those systems. On systems that DO support highp, you … Read more

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