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Geometry shaders #74
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I'm very interested in this draft. I haven't been able to get it to work, but maybe I did something wrong when porting your changes to my fork (a very manual process, because I made a whole bunch of small changes). Right now, the problem I'm facing is that |
To quote my own code:
It could be the reason why your GS fails to compile. By the way, which branch of my fork did you use: the "old" geometry-shader or the last "transform-feedback"? |
Oh, I was using geometry-shader. Yikes :). Anyway, I got it to work, except it only works with 1 shader input. Here are some working examples: https://github.com/homectl/lambdaray/blob/main/GPipe-GLFW/tools/gshader3d_test.hs https://github.com/homectl/lambdaray/blob/main/GPipe-GLFW/tools/gshader2d_test.hs I'll look at your other branch now. |
Looks like you did a lot there :P that's going to be a bit of a pain to merge into mine, but I'll get to it. |
On second thought, it might be better for me to just redo all of my own refactorings on top of your fork. |
I tested my example with transform-feedback, and it doesn't work.
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Mea culpa. You need to replace your calls to |
Ah, thanks. Now that works :). I'm going to re-do my own refactorings on top of this now. |
@Chatanga http://hackage.haskell.org/package/GPipe-Core (repo: https://github.com/homectl/workspace) contains your transform feedback and geometry shader stuff, as well as some optimisations I did yesterday that make shader compilation 10-18x faster. |
I've forked GPipe-Core to support geometry shaders. It works, but it's quite experimental and I'm still thriving to get a clear picture of GPipe's internals. Even if it's far from being a proper PR at this time, other people could be interested in this draft. I do reckon however that a detailled documentation on how things work in the first place would be quite helpful here.
A brief excerpt from the forked GPipe-Test project:
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