Comments (12)
Yo - no core profile support yet. 3rd-party forks include
https://github.com/insidMWM/Syphon-OpenGL-3.2-core/
https://github.com/GameClay/syphon-framework/
Obviously support is on our todo list...
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Gotcha, thanks a bunch for the links!
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What needs to be done:
- Client - minimal changes
- Server
- split GL code into a separate class, of which a suitable subclass is created depending on the GL version of the context used to create the server
- subclass for Legacy profile
- subclass for Core profile (single for 3 + 4?)
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👍 !@!@#
We should also think heavily about we pass textures in / out. We might want to offer an FBO BLIT possibility for both Legacy and 3&4, so you can bind an already existing FBO that the app has, and blit it to Syphon (this is a faster mem copy and doesnt involve the actual rendering /rasterization pipeline to my knowledge), and possibly offer an FBO Blit for the client as well.
In theory those passes could improve performance as well as offer GL 2 Legacy and GL 3/4 Core Profile support in a single API.
Of course we leave the legacy API intact.
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Ya sure FBO blit, given it its own issue #14
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Hi guys! Any news on this? I finally took courage to delve into GL3.
Looks like GL_TEXTURE_RECTANGLE_ARB has limited support on GL3, and GL_TEXTURE_2D accepts NPOT textures. Do you see Syphon going for GL_TEXTURE_2D, at least client-wise?
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IOSurface only supports texture rectangle last I checked so internally rect support need - :)
://:; mbl.dev.
On May 16, 2015, at 12:43 PM, Roger Sodré [email protected] wrote:
Hi guys! Any news on this? I finally took courage to delve into GL3.
Looks like GL_TEXTURE_RECTANGLE_ARB has limited support on GL3, and GL_TEXTURE_2D accepts NPOT textures. Do you see Syphon going for GL_TEXTURE_2D, at least client-wise?—
Reply to this email directly or view it on GitHub.
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@eromanc's fork is said to support both legacy and core profile too.
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- - finish the state capture and restore code path
- - performance analysis on the shared context
- - performance analysis on state capture vs no capture
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work in progress in core-profile branch
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I cannot measure a performance penalty using a shared context and switching to it. I very much favour this as an approach as we needn't interfere with caller state. I would propose that all our GL work is done in the shared context with the exception of -bindToDrawFrameOfSize:
and -unbindAndPublish
- these would affect the caller's context, but only the FBO binding (which would be bound to the default 0 framebuffer on unbind). All preparatory work to build our FBO and attachments would be done in our private shared context. In the case of -publishFrameTexture:...
we would switch to our private context prior to the bind/unbind, so no changes would be made in the caller's context.
Unless @vade or anyone has objections I will go with this and perhaps feedback from testers will affect the final decision on this.
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Closing this as it's merged to master - alpha release is available, will move to final release soon unless any issues pop up.
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Related Issues (20)
- IOSurface Syphon HOT 3
- UnrealEngine 5.1 HOT 1
- Adobe Character Animator just took off Syphon!!! Please make all efforts to be on Character Animator again! HOT 12
- Syphon for Blender issue HOT 7
- Frame Meta Data HOT 1
- Use ARC HOT 1
- Per-API framework builds HOT 1
- Use a single SyphonServerRendererMetal per MTLDevice
- Possibly allow the host to avoid server Metal pipeline state if they will always blit
- Metal drawFrame: API
- Remove support for custom class names
- Update Xcode project to use the built-in DocC for documentation
- hasNewFrame not working properly HOT 1
- Static library export HOT 8
- Available documentation without building ? HOT 3
- SyphonServerDirectory sharedDirectory servers is always empty HOT 7
- Frames received by client only contain a row-vector of pixels. HOT 2
- Current state of Metal support HOT 3
- Updated universal Syphon.framework for intel+arm64 ? HOT 2
- Can't manage to integrate in JUCE : Blank texture HOT 1
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