I coded two demos with GLSL Hacker that make use of SSBOs. #OPENGL 4.3+ VS GEFORCE 840M UPDATE#They are actually very important if you want to update some parts of the buffer objects and not the whole buffer. I quickly covered SSBO and I will try to write another article about those strange layout qualifiers we saw here and in UBO article: sdt140 and std430. GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS = 16 GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 16 GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS = 96ĪMD Radeon HD 7970 limits (Catalyst 14.4): GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS = 16 GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = 16 GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS = 16 GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS = 16 GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS = 16 GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 96 Pour conclude the article, here are some limits we can retrieve with glGetIntegerv(): NVIDIA GeForce GTX 660 limits (R337.50): GlBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding_point_index, ssbo) GlShaderStorageBlockBinding(program, block_index, 80) Īnd like with UBOs, the binding of a SSBO on a particular binding point is done with: #OPENGL 4.3+ VS GEFORCE 840M CODE#The following line of code allows to connect the shader storage block to the SSBO bound on point 80: GlShaderStorageBlockBinding() allows to dynamically connect the shader storage block and the SSBO. GlShaderStorageBlockBinding(program, block_index, ssbo_binding_point_index) Īctually this last step is not required: the binding point can be hard coded directly in the GLSL shader in the buffer layout: In our case, the SSBO is bound on the point 2: To be able to read from or write to a SSBO, the following steps are required:īlock_index = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, "shader_data") Ģ – connect the shader storage block to the SSBO: we tell the shader on which binding point it will find the SSBO. With a GeForce GTX 660, each type of shader (vertex, fragment, geometry, tessellation and compute) can have up to 16 storage blocks. For a GeForce GTX 660, this table is available with 96 entries: This table stores a kind a reference on each SSBO. Like with UBOs, OpenGL holds a binding point table in each rendering context. The uniform keyword of uniform block is replaced by the buffer keyword that shows the read-write feature of the buffer. Layout (std430, binding=2) buffer shader_data The storage block describes the data structure a shader can read from or write to: For SSBOs, we have a storage block in the shader. Like for UBOs, there is an equivalent to uniform blocks in GLSL shaders. Memcpy(p, &shader_data, sizeof(shader_data)) GLvoid* p = glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY) SSBO update: we get the pointer on the GPU memory and we copy our data: GlBindBuffer(GL_SHADER_STORAGE_BUFFER, 0) GlBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(shader_data), &shader_data, GL_DYNAMIC_COPY) GlBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo) Let’s take again our C/C++ data structure, used in the article about UBOs: The management of SSBOs is very similar to the management of UBOs. The SSBO bible can be found here: GL_ARB_shader_storage_buffer_object. #OPENGL 4.3+ VS GEFORCE 840M WINDOWS#On Windows and Linux (with NVIDIA or AMD closed-source drivers), SSBOs are available for all OpenGL 4 capable GPUs. Then no SSBOs on OS X before at least a decade □ Mavericks, the last version of OS X, supports OpenGL 4.1 only. On a GeForce GTX 660, it’s possible to allocate a 2GB of VRAM for a SSBO. Shader Storage Buffer Objects (or SSBO) can be seen as unlocked UBOs: they are accessible in reading AND writing in a GLSL shader and their size seems to be limited by the amount of GPU memory available. Limited size, read-only mode, humm… With all modern graphics cards and their tons of gigabytes of dedicated vram, we can do better than 64KB for a GPU buffer. The size of an UBO is somewhat limited: 64KB for AMD and NVIDIA GPUs and 16KB for Intel ones. To sum up a little bit, UBOs are read-only GPU-accessible memory zones for a GLSL shader. In this tutorial, we meet Uniform Buffer Objects (or UBO).
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The writer was appalled that some of the videos were not age-protected, although since those videos are not official Minecraft media, responsibility for their policing rests with YouTube.įew things in 2016 have captivated children like Minecraft (software lauded for its ability to operate as a covert educational platform), and few things have terrified parents more than “sex perverts on the Internet.” Moreover, Minecraft’s popularity with children is often matched only by their parents’ lack of understanding of the game. The Scary Mommy writer similarly reported that she engaged in some “research,” which appeared to consist of viewing YouTube videos about (but not hosted by or affiliated with Minecraft). But then I realized, duh, the kid spends a million hours watching Minecraft YouTube videos. I’ll spare you the rest because I’m a decent human being.Īt first, I was just happy that my 9-year-old, a Minecraft aficionado for many years, doesn’t use the app version of the game. (OK, just one.) I couldn’t get past the “gangsta” Minecraft dude banging a bikini-clad chick in the back room of a Minecraft whorehouse. I could only bring myself to watch a few of the videos. Apparently, in the app version of the game, there is a way to “craft” such cringe-worthy things as pixelated characters getting it on with each other. Fuckity fuck fuck.Ī ton of hits come up, mostly YouTube videos. The popular parenting blog Scary Mommy tackled the topic on 24 October 2016, also presenting information largely unrelated to the functions of Minecraft:Īfter I dropped my kids off at school, I took a deep breath and googled “minecraft sex mods.” And fuck. (Tips of that sort are standard advice given to parents about Internet safety and have nothing to do with Minecraft specifically.) The mother in question stated she “did a little research,” but that research didn’t pertain to the existence of Minecraft sex mods. The post rattled off purported “stranger danger” statistics unrelated to Minecraft or “sex mods” and advised parents to take the standard steps of “locking down” and/or monitoring their children’s Internet time. (Minecraft pun intended.) And the creepers found my baby. Because, sadly where the kids are, the creepers will follow. We keep the apps they used restricted to the 10 and under age range, and Minecraft falls into this category.Īnd still this happened. We pay attention to how much time they spend online and limit it as well, even detoxing completely from time to time. I thought I was doing my due diligence in the technology department. All I could do was apologize for not protecting her better. There were many tears, half of them from me. She actually wanted me to take away her phone, the portal to this hurt. She felt like it had actually happened to her in real life. The virtual world is so real to our kids. She shared a lot about how she was feeling as a result of this experience that made me want to weep and weep. She opened up, and told me about the things that appear in apps. Unfortunately, it was my kid who filled me in … I suddenly found myself looking into the tearful eyes of one of my babies who was telling me that, not only was this kid playing Minecraft when she saw this, but she was also propositioned in this “creative mode” room by another player … This child was crushed. Take a minute to Google “Minecraft + sex mod.” I’ll wait … not only did my brain explode, but my heart did as well. forumlist td.forum_title a.On 21 October 2016 a parenting blog published an editorial penned by a guilt-ridden mother about her purported discovery of “sex mods” for the massively popular Minecraft sandbox video game: * Forum formatting (by -Algorithm & -Splaka) */īackground: url(/images/4/4e/Forum_new.gif) center left no-repeat * Giving headers and TOC a little extra space */ * Mark redirects in Special:Allpages and Special:Watchlist */ * Font url('/load.php?articles=MediaWiki:Base.css|MediaWiki:Otaku.css|MediaWiki:Wiki_Staff.css|MediaWiki:Navbox.css|MediaWiki:Portal.css&only=styles&mode=articles&action=purge') /***** CSS placed here will be applied to all skins on the entire site.
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