Detect single channel texture in pixel shader - glsl

Is it possible to detect when a format has a single channel in HLSL or GLSL? Or just as good, is it possible to extract a greyscale color from such a texture without knowing if it has a single channel or 4?
When sampling from texture formats such as DXGI_FORMAT_R8_*/GL_R8 or DXGI_FORMAT_BC4_UNORM, I am getting pure red RGBA values (g,0,0,1). This would not be a problem if I knew (within the shader) that the texture only had the single channel, as I could then flood the other channels with that red value. But doing anything of this nature would break the logic for color textures, requiring a separate compiled version for the grey sampling (for every texture slot).
Is it not possible to make efficient use of grey textures in modern shaders without specializing the shader for them?
The only solution I can come up with at the moment would be to detect the grey texture on the CPU side and generate a macro on the GPU side that selects a different compiled version of the shader for every texture slot. Doing this with 8 texture slots would add up to 8x8=64 compiled versions every shader that wants to support grey inputs. That's not counting the other macro-like switches that actually make sense being there.
Just to be clear, I do know that I can load these textures into GPU memory as 4-channel greyscale textures, and go from there. But doing that uses 4X the memory, and I would rather load in 3 more textures.

In OpenGL there's two ways to achieve what you're looking for:
Legacy: The INTENSITY and LUMINANCE texture formats will when sampled result in vec4(I,I,I,I) or vec4(L,L,L,1).
Modern: Use a swizzle mask to apply user defined channel swizzling per texture: glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, {GL_RED,GL_RED,GL_RED,GL_ONE});
In DirectX 12 you can use component mapping during the creation of a ShaderResourceView.

Related

how to retrieve z depth and color of a rendered pixel

I would like to retrieve the z height of each pixels of a rendered object in a scene.
I will need to retrieve the color rendered too.
What are the opengl technics to implement ?
glReadPixels and CPU side code
use glReadPixels to obtain both RGB and Depth buffers. Here examples for both:
depth buffer got by glReadPixels is always 1
OpenGL Scale Single Pixel Line
That will read the buffers into CPU accessible memory. This way is slow (due to sync) but should work on any platform.
FBO render to texture and GPU shader
Faster method is to use FBO and render to texture and use that output in next rendering pass as input texture for computing your stuff inside shaders. This however will not run properly on Intel and might need additional tweaking of code between nVidia and AMD.
If you have per pixel output use single QUAD covering your screen as the second rendering pass.
If you got single output for the whole screen instead use single POINT render and compute all in the fragment shader (scann the whole texture inside) something like this:
How to implement 2D raycasting light effect in GLSL
The difference is that by usnig shaders and FBO you are not transferring data between GPU/CPU so its way faster.
The content of the targeted textures can be still readed by CPU using texture related GL functions
compute GPU shaders
There are also compute shaders out there but I did not use them yet so I am just guessing however with them it might be possible to do your stuff in single pass and also the form of the result and computation should not be as limiting.
My bet is that you are doing some post processing similar to Deferred Shading so googling such topic/tutorials might help.

Editable Texture with OpenGL

I'm trying to take advantage of a gpu's parallelism to make an image proccessing application. I'm having a shader, which takes two textures, and based on some uniform variables, computes an output texture. But instead of transparency alpha value, each texture pixel needs an extra metadata byte, mandatory in computation:
So I consider running the shader twice each frame, once to compute the Dynamic Metadata as a single byte texture, and once to calculate the resulting Paint Texture, which I need to be 3 bytes (to limit memory usage, as there might be quite some such textures loaded at once).
I find the above problem a bit complicated, I've used opengl to paint to
the screen, but I need to paint to two different textures this time,
which I do not know how to do. Besides, gl_FragColor built-in variable's
type is vec4, but I need different output values.
So, to sum it up a little, is it possible for the fragment shader to output
anything other than a vec4?
Is it possible to save to two different textures with a single call?
Is it possible to make an editable texture to store changes, until the editing ends and the data have to be passed back to the cpu?
What openGL calls would be most usefull for the above?
Paint texture should also be able to be retrieved to be shown on the screen.
The above could very easily be done via blitting textures on the cpu.
I could keep all the relevant data on the cpu, do all the work 60 times/sec,
and update the relevant texture by passing the data from the cpu to the gpu.
For changing relatively small regions of a texture each frame
(about ~20% of the total scale of about 512x512 size textures), would you consider the above approach worth the trouble?
It depends on which version of OpenGL you use.
The latest OpenGL 4+ does not have a gl_FragColor variable, and instead lets you write any number (up to supported maximum) of output colors from the fragment shader, each sent to the corresponding framebuffer color attachment:
layout(location = 0) out vec4 OUT0;
layout(location = 1) out float OUT1;
That will write OUT0 to GL_COLOR_ATTACHMENT0 and OUT1 to GL_COLOR_ATTACHEMENT1 of the currently bound framebuffer.
However, considering that you use gl_FragColor, you use some old version of OpenGL. I'm not proficient in the legacy older OpenGL versions, but you can check out whether your implementation supports the GL_ARB_draw_buffers extension and/or gl_FragData[] output variable.
Also, as stated, it's unclear why can't you use a single RGBA texture and use its alpha channel for that metadata.

I need my GLSL fragment shader to return the distance calculation

I'm using some standard GLSL (version 120) vertex and fragment shaders to simulate LIDAR. In other words, instead of just returning a color at each x,y position (each pixel, via the fragment shader), it should return color and distance.
I suppose I don't actually need all of the color bits, since I really only want the intensity; so I could store the distance in gl_FragColor.b, for example, and use .rg for the intensity. But then I'm not entirely clear on how I get the value back out again.
Is there a simple way to return values from the fragment shader? I've tried varying, but it seems like the fragment shader can't write variables other than gl_FragColor.
I understand that some people use the GLSL pipeline for general-purpose (non-graphics) GPU processing, and that might be an option — except I still do want to render my objects normally.
OpenGL already returns this "distance calculation" via the depth buffer, although it's not linear. You can simply create a frame buffer object (FBO), attach colour and depth buffers, render to it, and you have the result sitting in the depth buffer (although you'll have to undo the depth transformation). This is the easiest option to program provided you are familiar with the depth calculations.
Another method, as you suggest, is storing the value in a colour buffer. You don't have to use the main colour buffer because then you'd lose your colour or have to render twice. Instead, attach a second render target (texture) to your FBO (GL_COLOR_ATTACHMENT1) and use gl_FragData[0] for normal colour and gl_FragData[1] for your distance (for newer GL versions you should be declaring out variables in the fragment shader). It depends on the precision you need, but you'll probably want to make the distance texture 32 bit float (GL_R32F and write to gl_FragData[1].r).
- This is a decent place to start: http://www.opengl.org/wiki/Framebuffer_Object
Yes, GLSL can be used for compute purposes. Especially with ARB_image_load_store and nvidia's bindless graphics. You even have access to shared memory via compute shaders (though I've never got one faster than 5 times slower). As #Jherico says, fragment shaders generally output to a single place in a framebuffer attachment/render target, and recent features such as image units (ARB_image_load_store) allow you to write to arbitrary locations from a shader. It's probably overkill and slower but you could also write your distances to a buffer via image units .
Finally, if you want the data back on the host (CPU accessible) side, use glGetTexImage with your distance texture (or glMapBuffer if you decided to use image units).
Fragment shaders output to a rendering buffer. If you want to use the GPU for computing and fetching data back into host memory you have a few options
Create a framebuffer and attach a texture to it to hold your data. Once the image has been rendered you can read back information from the texture into host memory.
Use an CUDA, OpenCL or an OpenGL compute shader to write the memory into an arbitrary bound buffer, and read back the buffer contents

OpenGL color index in frag shader?

I have a large sprite library and I'd like to cut GPU memory requirements. Can I store textures on the gpu with only 1 byte per pixel and use that for an RGB color look up in a fragment shader? I see conflicting reports on the use of GL_R8.
I'd say this really depends on whether your hardware supports that texture format or not. How about skipping the whole issue by using a A8R8G8B8 texture instead? It would just be compressed, i.e. using a bit mask (or r/g/b/a members in glsl) to read "sub pixel" values. Like the first pixel is stored in alpha channel, second pixel in red channel, third pixel in green channel, etc.
You could even use this to store up to 4 layers in a single image (cutting max texture width/height); picking just one shouldn't be an issue.

Texture Image processing on the GPU?

I'm rendering a certain scene into a texture and then I need to process that image in some simple way. How I'm doing this now is to read the texture using glReadPixels() and then process it on the CPU. This is however too slow so I was thinking about moving the processing to the GPU.
The simplest setup to do this I could think of is to display a simple white quad that takes up the entire viewport in an orthogonal projection and then write the image processing bit as a fragment shader. This will allow many instances of the processing to run in parallel as well as to access any pixel of the texture it requires for the processing.
Is this a viable course of action? is it common to do things this way?
Is there maybe a better way to do it?
Yes, this is the usual way of doing things.
Render something into a texture.
Draw a fullscreen quad with a shader that reads that texture and does some operations.
Simple effects (e.g. grayscale, color correction, etc.) can be done by reading one pixel and outputting one pixel in the fragment shader. More complex operations (e.g. swirling patterns) can be done by reading one pixel from offset location and outputting one pixel. Even more complex operations can be done by reading multiple pixels.
In some cases multiple temporary textures would be needed. E.g. blur with high radius is often done this way:
Render into a texture.
Render into another (smaller) texture, with a shader that computes each output pixel as average of multiple source pixels.
Use this smaller texture to render into another small texture, with a shader that does proper Gaussian blur or something.
... repeat
In all of the above cases though, each output pixel should be independent of other output pixels. It can use one more more input pixels just fine.
An example of processing operation that does not map well is Summed Area Table, where each output pixel is dependent on input pixel and the value of adjacent output pixel. Still, it is possible to do those kinds on the GPU (example pdf).
Yes, it's the normal way to do image processing. The color of the quad doesn't really matter if you'll be setting the color for every pixel. Depending on your application, you might need to careful about pixel sampling issues (i.e. ensuring that you sample from exactly the correct pixel on the source texture, rather than halfway between two pixels).