Re:The Truth on OpenGL Driver Quality
by kevingadd on Monday May 12, 2014 @06:34PM
(#7735786)
Texture binding in GL is utterly insane. The D3D model, as I understand it is really straightforward - textures are basically pointers to some information on an image buffer, and you can store a texture directly into a texture uniform. So to 'bind' a texture in D3D you just store it directly into the sampler. I forget whether sampling options like filtering mode are part of that, or part of a separate structure - either way, in GL sampling is part of the texture, while in D3D it is separately configurable which is a GODSEND.
IIRC in modern versions of D3D (10+? 11+?) they've expanded on this and just have the general concepts of views and buffers, so that you can treat textures and vertex buffers as if they share underlying properties, and shader code can manipulate them in similar ways. This is great for compute and GPU-accelerated processing and GPU feedback.
Re:The Truth on OpenGL Driver Quality
by p0nce on Tuesday May 13, 2014 @03:45AM
(#7736942)
You can separate Sampler and Texture in OpenGL too (and they were informally separate since multitexturing extension circa GL 1.2). But when not using a Sampler, legacy Texture settings still apply of course :)
IIRC in modern versions of D3D (10+? 11+?) they've expanded on this and just have the general concepts of views and buffers, so that you can treat textures and vertex buffers as if they share underlying properties, and shader code can manipulate them in similar ways. This is great for compute and GPU-accelerated processing and GPU feedback.