On 28.03.2011 09:46, Antony Martin wrote:
> As a start, build CS and run “deferreddemo”.
Already have, the demo seems to work fine.

Well, some stuff the demo can do (eg show intermediate textures) should
give you an idea how it works.
Next step would be to run around and look for issues/visual glitches ;)
One thing to do is to try different levels. Though there are probably a
number of “issues” where the deferred rendering itself isn't guilty, but
rather a shader is lacking (e.g. we don't really have DR-capable shaders
for terrain yet).

> Hm, I meant you might call SetActiveVP(); SetActiveFP() and then only change 
> the 
> active FP without having to rebind the active VP, am I right?

Yes, that's true.

(Note that, in CS, we don't really use that pattern - the VP and FP are
changed simultaneously. That's why an “unification” would be so easy.)

> That's what I guess too, so I'm wondering what kind of magic does Cg to avoid 
> that (or what kind of feature OpenGL lacks).

I don't think it does anything special. AFAIK you have to call
cgCombineProgram (or so) to use the GLSL backend.

> When you say "shader subsystem", you mean that the common user API wouldn't 
> be 
> affected in order to be compatible with the older versions?

Short answer, yes.

Long answer... the less API changes, the better. I think the API
(interfaces) etc. is already flexible enough to deal with “unified
programs”.
The main concern would be that existing shader files continue working.
But that is actually more of a change in the shader parser. (Wrap
separate programs into one ”unified” program that just calls out to the
separate progs.)

-f.r.

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