Comments on: NVIDIA GTX 680 OpenGL Bindless Textures Demo https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 14:42:46 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Kepler https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24382 Thu, 17 May 2012 06:58:56 +0000 http://www.geeks3d.com/?p=8294#comment-24382 http://www.nvidia.com/content/PDF/kepler/NVIDIA-Kepler-GK110-Architecture-Whitepaper.pdf

2880 CUDA cores, Compute Capability 3.5.

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By: Pavel https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24369 Sat, 12 May 2012 14:25:55 +0000 http://www.geeks3d.com/?p=8294#comment-24369 @Leith Bade
No, since D3D10 textures and sample units are not the same. Textures are just shader resource views, maximum number of SRVs are 128(according to MSDN: http://msdn.microsoft.com/en-us/library/windows/desktop/bb173606(v=vs.85).aspx). So you pass SRVs and sampler states to the shader, inside your shader you just take sampler state and use it for SRV sampling. That’s all. ARB_sampler_objects are the same as method proposed in D3D10.

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By: sfsf https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24367 Sat, 12 May 2012 11:12:24 +0000 http://www.geeks3d.com/?p=8294#comment-24367 We need this for all kinds of units, not just textures.

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By: sfsf https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24366 Sat, 12 May 2012 11:11:38 +0000 http://www.geeks3d.com/?p=8294#comment-24366 Bindless is the future!

Seriously because the driver determines how to assign tasks to the texture units it can be build to do this in the most optimal way.

This is only possible with deep information about the hardware. This information is (in theory) only known to the driver developer(s).

There is a real future in making graphics programming faster, easier to debug, more performant and less error-prone.

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By: Corwin https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24361 Fri, 11 May 2012 22:27:06 +0000 http://www.geeks3d.com/?p=8294#comment-24361 good for demomakers probably

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By: atikkur https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24359 Fri, 11 May 2012 22:04:13 +0000 http://www.geeks3d.com/?p=8294#comment-24359 but still, dx-games dont support this feature even in 600series, which is kinda useless to mention. how many opengl games these days?

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By: Marc https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24355 Fri, 11 May 2012 14:25:09 +0000 http://www.geeks3d.com/?p=8294#comment-24355 According to David Baumann, AMD’s GCN can do this with it’s Scalar Unit. Don’t know how would the code be though.

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By: Mars_999 https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24354 Fri, 11 May 2012 14:24:51 +0000 http://www.geeks3d.com/?p=8294#comment-24354 Nice! When the 680 first came out I couldn’t wait to play with this extension, as it should allow for a more rich game environment in future game engines!!!

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By: nuninho1980 https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24353 Fri, 11 May 2012 13:57:19 +0000 http://www.geeks3d.com/?p=8294#comment-24353 I have GTX 480. I’m weird if I can run but this demo has still same Shader Model 5.0.

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By: Leith Bade https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24351 Fri, 11 May 2012 13:34:30 +0000 http://www.geeks3d.com/?p=8294#comment-24351 @DrBalthar:
From D3D10 docs (http://msdn.microsoft.com/en-us/library/windows/desktop/bb173604(v=vs.85).aspx):
NumSamplers [in]
Type: UINT
Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available.

D3D10 only has 16 texture units vs 32 for normal OpenGL vs unlimited with the extension.

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By: N-K https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24349 Fri, 11 May 2012 13:31:06 +0000 http://www.geeks3d.com/?p=8294#comment-24349 I stated the same as Michal but my message was silently removed which is ultra lame. Maybe the moderator can drop me few lines what the reason was. Bad day?

Anyhow, if it would have been exposed in D3D 10 it would be available as OpenGL ext long time ago (even earlier then D3D 10 i guess).

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By: Michal https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24348 Fri, 11 May 2012 12:20:56 +0000 http://www.geeks3d.com/?p=8294#comment-24348 @DrBalthar
Not true. This is new *hardware* feature available only in GTX 600. How could it be part of D3D 10?

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By: N-K https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24347 Fri, 11 May 2012 12:13:56 +0000 http://www.geeks3d.com/?p=8294#comment-24347 Of course. I wonder why this requires a modern 680 then if it is apparently from D3D10 times.

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By: DrBalthar https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comment-24345 Fri, 11 May 2012 11:34:02 +0000 http://www.geeks3d.com/?p=8294#comment-24345 *Yawn* another feature that has been part of Direct3D since version 10

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