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cmuratori's profile
Casey Muratori
Casey Muratori
Casey Muratori
@cmuratori

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Casey Muratori

@cmuratori

I'm worried that the baby thinks people can't change.

Seattle
caseymuratori.com
Joined March 2009

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    1. Casey Muratori‏ @cmuratori 26 Jun 2019

      Is there an explanation somewhere about the decision to use RED (R,0,0,1) instead of INTENSITY (I,I,I,I) behavior for single-channel textures in GPU programming? It seems like the universally wrong method to standardize, but maybe I'm missing something?

      6 replies 3 retweets 12 likes
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    3. Casey Muratori‏ @cmuratori 26 Jun 2019
      Replying to @_stephanss

      It was a texture load that replicated the mono texture across all channels. So if the texel value was I, then the apparent rgba on load would be (I,I,I,I). This is actually what I want always, whereas the now-standard RED model is for it to be (I,0,0,1) which is always useless.

      1 reply 0 retweets 1 like
    4. Casey Muratori‏ @cmuratori 26 Jun 2019
      Replying to @cmuratori @_stephanss

      You pretty much have to special-case it in your shader and replicated the red channel out to the alpha channel at least, if not all 4 channels.

      2 replies 0 retweets 0 likes
    5. Casey Muratori‏ @cmuratori 26 Jun 2019
      Replying to @cmuratori @_stephanss

      It would be fine if they'd kept INTENSITY as an option, but they removed it and you only get RED now, and I just cannot fathom why they would do that...

      2 replies 0 retweets 0 likes
    6. Eric Lengyel‏ @EricLengyel 26 Jun 2019
      Replying to @cmuratori @_stephanss

      Fortunately, it's possible to emulate INTENSITY by using the texture swizzle functionality in the sampler. That's what I use when I want my shader to be agnostic about whether the texture is RGBA or INTENSITY.

      1 reply 0 retweets 2 likes
    7. Tom Forsyth‏ @tom_forsyth 26 Jun 2019
      Replying to @EricLengyel @cmuratori @_stephanss

      Well I'm assuming Casey wants to be able to use the same shader with an RGB texture and then when you bind a single-channel it does the thing you'd expect, i.e. replicate. Thing is, a lot of hardware/drivers need to recompile that internally. So it's more "honest" to expose that.

      2 replies 0 retweets 0 likes
      Casey Muratori‏ @cmuratori 26 Jun 2019
      Replying to @tom_forsyth @EricLengyel @_stephanss

      Why would they need to recompile? Either the shader knows what kind of texture it's fetching (recompile necessary _always_), or it doesn't. If it doesn't, then it's the texture fetch unit that decides what goes in the missing channels.

      2:54 PM - 26 Jun 2019
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Casey Muratori‏ @cmuratori 26 Jun 2019
          Replying to @cmuratori @tom_forsyth and

          Eg., the shader is compiled to take the texel fetch and use all four channels. The texture unit is going to return _something_ in those four channels, and the question is, does it replicate or does it have hard-coded 0's and 1's in places.

          2 replies 0 retweets 0 likes
        3. Casey Muratori‏ @cmuratori 26 Jun 2019
          Replying to @cmuratori @tom_forsyth and

          If you were going to standardize on something there, it doesn't make sense to me why you'd pick (0, 0, 0, 1) as the default for missing channels instead of replicate.

          1 reply 0 retweets 0 likes
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