OpenSceneGraph/include\osg/BufferObject(701): warning C4138: '*/' found outside of comment (E:\osg\osgSvn\OpenSceneGraph\src\osg\Array.cpp)
adding a space before /* fixes the problem
void removeClient(osg::Object * /*client*/) { --_numClients; }
"
"The attached file contains:
- a per-context read counter in GLBufferObject::BufferEntry
- a global client counter in BufferData
- the glue between Texture* and Image client counter
"
TextureBuffer objects may use osg::Texture::bindToImageUnit(), so GLSL shaders are able to use not only texelFetch() function , but also functions defined in GL_ARB_shader_image_load_store extension : imageLoad(), imageStore(), imageAtomicAdd() etc."
second email: "After a while I found that osg::Texture::applyTexParameters() used with TextureBuffer may cause some OpenGL errors ( applying texture filters and wraps to TextureBuffer makes no sense ) so I fixed it."
- add non square matrix
- add double
- add all uniform type available in OpenGL 4.2
- backward compatibility for Matrixd to set/get an float uniform matrix
- update of IVE / Wrapper ReadWriter
implementation of AtomicCounterBuffer based on BufferIndexBinding
add example that use AtomicCounterBuffer and show rendering order of fragments,
original idea from geeks3d.com."
parameter in osg::Image. To support this Image::setData(..) now has a new optional rowLength parameter which
defaults to 0, which provides the original behaviour, Image::setRowLength(int) and int Image::getRowLength() are also provided.
With the introduction of RowLength support in osg::Image it is now possible to create a sub image where
the t size of the image are smaller than the row length, useful for when you have a large image on the CPU
and which to use a small portion of it on the GPU. However, when these sub images are created the data
within the image is no longer contiguous so data access can no longer assume that all the data is in
one block. The new method Image::isDataContiguous() enables the user to check whether the data is contiguous,
and if not one can either access the data row by row using Image::data(column,row,image) accessor, or use the
new Image::DataIterator for stepping through each block on memory assocatied with the image.
To support the possibility of non contiguous osg::Image usage of image objects has had to be updated to
check DataContiguous and handle the case or use access via the DataIerator or by row by row. To achieve
this a relatively large number of files has had to be modified, in particular the texture classes and
image plugins that doing writing.
"- In order to build against GLES1 we execute:
$ mkdir build_android_gles1
$ cd build_android_gles1
$ cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NDK=<path_to_android_ndk>/
-DOSG_GLES1_AVAILABLE=ON -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DJ=2
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
$ make
If all is correct you will have and static OSG inside:
build_android_gles1/bin/ndk/local/armeabi.
- GLES2 is not tested/proved, but I think it could be possible build
it with the correct cmake flags.
- The flag -DJ=2 is used to pass to the ndk-build the number of
processors to speed up the building.
- make install is not yet supported."
A few things remain to do:
* The binding between a uniform block in a shader program and a buffer indexed target number is fixed, like a vertex attribute binding. This is too restrictive because that binding can be changed without relinking the program. This mapping should be done by name in the same way that uniform values are handled i.e., like a pseudo state attribute;
* There's no direct way yet to query for the offset of uniforms in uniform block, so only the std140 layout is really usable. A helper class that implemented the std140 rules would be quite helpful for setting up uniform blocks without having to link a program first;
* There's no direct support for querying parameters such as the maximum block length, minimum offset alignment, etc. Having that information available outside of the draw thread would make certain instancing techniques easier to implement."
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Descripton:
The patch does provide a new class PixelDataBufferObject which is capable of allocating memory on the GPU side (PBO memory) of arbitrary size. The memory can then further be used to be enabled into read mode (GL_PIXEL_UNPACK_BUFFER_ARB) or in write mode (GL_PIXEL_PACK_BUFFER_ARB). Enabling the buffer into write mode will force the driver to write data from bounded textures into that buffer (i.e. glGetTexImage). Using buffer in read mode give you the possibility to read data from the buffer into a texture with e.g. glTexSubImage or other instuctions. Hence no data is copied over the CPU (host memory), all the operations are done in the GPU memory.
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Compatibility:
The new class require the unbindBuffer method from the base class BufferObject to be virtual, which shouldn't break any functionality of already existing classes. Except of this the new class is fully orthogonal to existing one, hence can be safely added into already existing osg system.
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Testing:
The new class was tested in the current svn version of osgPPU. I am using the new class to copy data from textures into the PBO and hence provide them to CUDA kernels. Also reading the results back from CUDA is implemented using the provided patch. The given patch gives a possibility of easy interoperability between CUDA and osg (osgPPU ;) )
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I think in general it is a better way to derive the PixelBufferObject class from PixelDataBufferObject, since the second one is a generalization of the first one. However this could break the current functionality, hence I haven't implemented it in such a way. However I would push that on a stack of wished osg 3.x features, since this will reflect the OpenGL PBO functionality through the classes better.
"