Yeah, but even that is a bit murky. It has something to do with GPU
vendors and what they support as rendering targets (shader output)[1].
Also, I'm not sure if we should implement GPU-support for Babl
conversions, but just in case we should, conversions could be done
with shaders.
On Thu, May 14, 2009 at 12:58 PM, Nicolas Robidoux
<nrobidoux@xxxxxxxxxxxxxxxx> wrote:
>
> J. Perpetua writes:
>> ...
>> OpenGL can only process 1-4 tuples of vector data in the shader
>> level, so I can't imagine how we can provide support for Babl
>> formats with channels exceeding 4. Also, current generation GPUs
>> don't support double-precision floating point data. Providing
>> support for RGBA doubles, for example, is difficult.
>
> My impression is that currently everything is done with float[4] RGBA
> pixels (converted from/to whatever by BABL) within GEGL operations.
>
> Nicolas Robidoux
> Laurentian University
> _______________________________________________
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> Gegl-developer@xxxxxxxxxxxxxxxxxxxxxx
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>
[1] See my current plans for (slightly) more details:
http://lists.xcf.berkeley.edu/lists/gegl-developer/2009-May/001078.html.
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