The phrase gets thrown around a lot, and there seems to be an
assumption that everyone knows exactly what it means in this context.
I'm new, I don't, and searching doesn't seem to solve the problem.
My presumption is that it's an effort to solve the problem of recent
'shader only' OpenGL versions, where adding features to a shader is
the way to affect rendering, as opposed to changing states? And it
will use the ability to link multiple shaders into each shader stage?
So will there be a standardized naming of functions, so that a master
shader can 'collate' all the stages? What's the plan?
Main reason I ask - I currently have a 'master fragment shader' and I
customize it by concatenating a one line main() function at the end
that calls the right functions. Obviously, installing that will
subvert a good portion of state that OSG is trying to manage and sort
for me. I'd also like to break this down myself, and use a more
flexible approach, that should also require less compiling (although
more linking).
My stages are something like:
Decode pixel format: converts planar and packed pixel formats into
RGBA Float 16-bit (HALF) as YUVA data.
Apply brightness/contrast/saturation
Convert to rec.709 colorspace RGBA
Remove transfer function (gamma)
More work
Later I need stages to de-interlace or not, then trilinear scale, re-
apply transfer functions etc. Be nice to apply lighting here if needed.
Is this the sort of thing shader composition will help with?
Bruce
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