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OpenGL ES 3.1 Image Units

I am wondering if you will be allowing this to be public knowledge before your drivers are released to support this. I will be implementing a feature in the future that uses image units for on the fly GPU texture decoding, and implementing it in compute shaders or fragment shaders depends on if image units are exposed in fragment shaders.

According to the OpenGL ES 3.1 spec, the minimum amount of image units that the spec requires to be conformant is 4 units. These 4 units are only required to be in the compute shaders, the minimum maximum(GL_MAX_FRAGMENT_IMAGE_UNIFORMS page 395 of the GLES 3.1 spec) specifies that one can have 0 image uniforms available to the fragment shader to be standards compliant with OpenGL ES 3.1.

Will you be exposing image units to the fragment/vertex shaders in order for one to do image load/store operations in these shader types?

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  • Hi Sonic,

    Not commenting on the availability of the image units in the fragment shader (I don't know), but I'm interested in your specific use case. If you use a supported compressed texture format, you just sample from it, so are you using an unsupported compression format and you want to decompress to an uncompressed texture? Is the compression format block based?

    Thanks,

    Chris

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  • Hi Sonic,

    Not commenting on the availability of the image units in the fragment shader (I don't know), but I'm interested in your specific use case. If you use a supported compressed texture format, you just sample from it, so are you using an unsupported compression format and you want to decompress to an uncompressed texture? Is the compression format block based?

    Thanks,

    Chris

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