Is passing texcoords as attributes better than computing them?
All of our existing texture tests rely on the texture coordinates being provided as attribute data in the vertex buffer. However, some pipelines may be memory bound rather than computationally bound. We can determine this by adding support for texcoord computation in the vertex shader and allow an option to switch between attribute and computation. For some platforms this will make no difference, but some platforms will "prefer" one method to the other.
Blueprint information
- Status:
- Complete
- Approver:
- Jesse Barker
- Priority:
- Medium
- Drafter:
- Jesse Barker
- Direction:
- Approved
- Assignee:
- Jesse Barker
- Definition:
- New
- Series goal:
- Accepted for trunk
- Implementation:
- Implemented
- Milestone target:
- 2012.07
- Started by
- Jesse Barker
- Completed by
- Jesse Barker
Related branches
Related bugs
Sprints
Whiteboard
Meta:
Headline: The texture scene in glmark2 has an option for switching between shader-generated and vertex attribute texture coordinates.
Acceptance: The option allows evaluation of these two methods for all objects and textures available from glmark2.
Work Items
Work items:
Create a new vertex shader that will generate texture coordinates equivalent to the method in the Model object: DONE
Add an option to trigger the switching: DONE
Add conditional shader source handling to load and prepare the appropriate vertex shader: DONE