Is passing texcoords as attributes better than computing them?

Registered by Jesse Barker

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:
milestone icon 2012.07
Started by
Jesse Barker
Completed by
Jesse Barker

Related branches

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

This blueprint contains Public information 
Everyone can see this information.