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Nairou

Full screen quad without vertex buffer?

9 posts in this topic

How do people generally render full screen quads (such as for deferred shading)? Do you actually upload a quad in your vertex buffer along with all of your other geometry? Do you have a separate vertex buffer just for the quad, since it doesn't need all of the vertex attributes that the rest of your geometry uses? Do you use old-school immediate mode commands to render the quad without a vertex buffer? Or is there a way to simulate quad vertices within a vertex shader without uploading anything?

I'm curious how other people typically handle this.
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I guess I should have mentioned I'm using OpenGL 3.2, I didn't realize there were platform-specific ways to accomplish this. I'll have to look and see if OpenGL has something similar to what you describe.
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I'm not an OpenGL guy myself, but I think [url="http://www.opengl.org/sdk/docs/manglsl/xhtml/gl_VertexID.xml"]gl_VertexID[/url] should let you accomplish the same thing.
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This is the DX code implementing what MJP said. You should be able to convert it to opengl. Remember, opengl has their texcoord (0, 0) at the bottom left, where directx is top left.

[code]
struct VSQuadOut{
float4 position : SV_Position;
float2 texcoord: TexCoord;
};
VSQuadOut VSQuad(uint VertexID: SV_VertexID){// ouputs a full screen quad with tex coords
VSQuadOut Out;
Out.texcoord = float2( (VertexID << 1) & 2, VertexID & 2 );
Out.position = float4( Out.texcoord * float2( 2.0f, -2.0f ) + float2( -1.0f, 1.0f), 0.0f, 1.0f );
return Out;
}
[/code]
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Huh. I'd always thought there should be a better way, but I hadn't bought of doing it in the shader. Thanks for the tip, MJP.
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take a look at the FSAA code([url="http://timothylottes.blogspot.com/"]http://timothylottes.blogspot.com[/url]), in the vertex shader he uses only 3 vertex IDs to generate the fullscreen texture coordinates
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[quote name='Danny02' timestamp='1315246733' post='4857915']
take a look at the FSAA code([url="http://timothylottes.blogspot.com/"]http://timothylottes.blogspot.com[/url]), in the vertex shader he uses only 3 vertex IDs to generate the fullscreen texture coordinates
[/quote]
That is because he renders a full screen triangle instead of a quad.
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A fullscreen triangle is slightly more efficient since you get maximum quad occupancy in your fragment shader (fragments are always shaded in 2x2 quads, and with a fullscreen quad you will end up with partially-occupied quads along the triangle edge).
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