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#ActualBrother Bob

Posted 22 July 2013 - 11:54 AM

This feature exists to ensure proper behavior when using Image Load Store or other incoherent memory writing.

To me, the part where it says, 'when using' seems fairly explicit. 

"...this ensures that image load/store operations will only happen on fragments that pass the depth test."  

I would say from what is written in that document that GL_ARB_conservative_depth is a filter for  GL_ARB_shader_image_load_store.

 

It states that GL_ARB_conservative_depth is meant to prevent operations on  GL_ARB_shader_image_load_store from being executed when the fragment fails the depth test.

 

I don't see anything that says they can be interchangeable replacements or substitutes for one another.


#11marcClintDion

Posted 22 July 2013 - 03:27 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#10marcClintDion

Posted 12 July 2013 - 05:15 AM


This feature exists to ensure proper behavior when using Image Load Store or other incoherent memory writing.

To me, the part where it says, 'when using' seems fairly explicit. 


"...this ensures that image load/store operations will only happen on fragments that pass the depth test."   

I would say from what is written in that document that GL_ARB_conservative_depth is a filter for  GL_ARB_shader_image_load_store.

 

It states that GL_ARB_conservative_depth is meant to prevent operations on  GL_ARB_shader_image_load_store from being executed when the fragment fails the depth test.

 

I don't see anything that says they can be interchangeable replacements or substitutes for one another.


#9marcClintDion

Posted 11 July 2013 - 05:11 AM


This feature exists to ensure proper behavior when using Image Load Store or other incoherent memory writing.

To me, the part where it says, 'when using' seems fairly explicit. 


"...this ensures that image load/store operations will only happen on fragments that pass the depth test."   

I would say from what is written in that document that GL_ARB_conservative_depth is a filter for  GL_ARB_shader_image_load_store.

 

It states that GL_ARB_conservative_depth is meant to prevent operations on  GL_ARB_shader_image_load_store from being executed when the fragment fails the depth test.

 

It says nothing about them being interchangeable.


#8marcClintDion

Posted 11 July 2013 - 05:10 AM


This feature exists to ensure proper behavior when using Image Load Store or other incoherent memory writing.

To me, the part where it says, 'when using' seems fairly explicit. 


"...this ensures that image load/store operations will only happen on fragments that pass the depth test."   

I would say from what is written in that document that GL_ARB_conservative_depth is a filter for  GL_ARB_shader_image_load_store.

 

It states that GL_ARB_conservative_depth is meant to prevent operations on  GL_ARB_shader_image_load_store from being executed when the fragment fails the depth test.

 

It says nothing about them being interchangeable.


#7marcClintDion

Posted 11 July 2013 - 05:05 AM


This feature exists to ensure proper behavior when using Image Load Store or other incoherent memory writing.

To me, the part where it says, 'when using' seems fairly explicit. 

I would say from what is written in that document that GL_ARB_conservative_depth is to be used in conjunction with GL_ARB_shader_image_load_store. 


"...this ensures that image load/store operations will only happen on fragments that pass the depth test."


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