- 11 Feb, 2022 1 commit
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Kenneth Moreland authored
Adding license as an individual file See merge request !25
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- 10 Feb, 2022 1 commit
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Mathieu Westphal authored
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- 20 Jun, 2021 1 commit
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Kenneth Moreland authored
select CUDA device for GPU compression to match device performing OpenGL rendering See merge request !24
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- 19 Jun, 2021 1 commit
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Thomas Marrinan authored
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- 02 Jun, 2021 3 commits
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Kenneth Moreland authored
Use Pinned Memory with PARI-Compression See merge request !23
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Thomas Marrinan authored
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Thomas Marrinan authored
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- 31 May, 2021 1 commit
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Thomas Marrinan authored
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- 28 May, 2021 2 commits
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Thomas Marrinan authored
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Thomas Marrinan authored
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- 26 May, 2021 8 commits
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Kenneth Moreland authored
Allow GL3 layer to allocate its own sparse buffer See merge request !22
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Thomas Marrinan authored
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Thomas Marrinan authored
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Kenneth Moreland authored
It turns out that you can transfer CUDA memory to the host around 2x faster if you have pinned memory in the host. That is tricky since buffers are allocated internally in IceT. Change the render image fetches to allow them to allocate their own memory.
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Kenneth Moreland authored
Fix issue with OpenGL 1.1 test on Mac See merge request !21
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Kenneth Moreland authored
The OpenGL 1.1 test was initializing the OpenGL 3 features. Apple does not allow both of those simultaneously.
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Kenneth Moreland authored
Implement GPU active pixel compression See merge request !20
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Thomas Marrinan authored
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- 25 May, 2021 3 commits
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Thomas Marrinan authored
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Thomas Marrinan authored
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Thomas Marrinan authored
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- 17 May, 2021 2 commits
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Thomas Marrinan authored
update ogl3 / paricompression integration - only render depth to color-based texture if using paricompression
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Thomas Marrinan authored
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- 15 May, 2021 1 commit
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Thomas Marrinan authored
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- 11 May, 2021 3 commits
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Thomas Marrinan authored
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Thomas Marrinan authored
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Thomas Marrinan authored
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- 10 May, 2021 2 commits
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Kenneth Moreland authored
Use GLAD to manage OpenGL extensions See merge request !19
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Kenneth Moreland authored
Because the glad header files are only meant to be used internally in the GL3 rendering layer, the tests do not have direct access to it. Thus SimpleExampleOGL3.c should not rely on OpenGL past 1.1 and any non 1.1 features should be garded.
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- 03 May, 2021 2 commits
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Kenneth Moreland authored
Although the GLAD headers generated for IceT are not installed, they can still be picked up for projects that are built against the IceT build directory (as opposed to the install directory). To avoid that, move the GLAD generated files inside of the gl3 source directory. One added benefit is that the subdiretory containing the GLAD headers and source is now just a trivial unpacking of the zip archive generated by the GLAD web service (https://glad.dav1d.de/). This should make it easier to update if needed. Another added benefit is that packing GLAD with the source files allows us to use different GLAD generated code for different render layers if need be.
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Kenneth Moreland authored
To support systems that do not have headers for OpenGL 3 (or better), use the GLAD extension loader to get the proper enums and load the proper function pointers. Note that the GLAD files were generated with the GLAD web service (https://glad.dav1d.de/). Changing the supported OpenGL version or extension would require creating new extension loader files. One side effect of this change is that the IceTGL3.h no longer includes any actual GL headers (nor does it need them to compile). The reason is that you cannot include both gl.h and glad.h. We could include glad.h, but if some client program wants to use IceT and also use a different extension loader (which is likely), that could cause problems. Furthermore, if we install the GLAD headers, they could interfere with an external program's own GLAD headers.
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- 29 Apr, 2021 2 commits
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Kenneth Moreland authored
Create larger OpenGL 3 render buffers See merge request !18
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Kenneth Moreland authored
When rendering with multiple tiles, IceT's floating viewport only works if the geometry fits within the rendering buffer. This is much more likely if the rendering buffer is bigger. The OpenGL 3 rendering layer uses textures for an offscreen rendering buffer. We can make this buffer as large as we want (given constraints of the rendering system). As such, make the rendering buffer the same size as the whole display (or as large as possible if that is not possible).
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- 27 Apr, 2021 2 commits
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Kenneth Moreland authored
Allow render layer to manage retrieval and compression See merge request !17
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The previous version of IceT always had the render layer return an uncompressed image buffer, which was used to later compress or otherwise manage. Eventually, we would like to have images compressed on the graphics card, and therefore it is up to the render layer to do this compression. Thus, change the image retreival to allow the render layer to do this.
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- 13 Apr, 2021 3 commits
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Kenneth Moreland authored
Correct which executable gets run for OpenGL 3 tests See merge request !16
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Kenneth Moreland authored
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Kenneth Moreland authored
Add a layer for OpenGL version 3 See merge request !15
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- 09 Apr, 2021 1 commit
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Kenneth Moreland authored
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- 08 Apr, 2021 1 commit
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Kenneth Moreland authored
Rather than sending textures to the OpenGL 3 callback and requiring the callback to rebuild the framebuffer every time, create the framebuffer internally inside of IceT and pass the framebuffer id to the callback. I am also binding the framebuffer before the call. I don't know if it is necessary to both set the framebuffer and pass the framebuffer id.
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