bitpacking | SIMD algorithms for integer compression via bitpacking | Compression library
kandi X-RAY | bitpacking Summary
kandi X-RAY | bitpacking Summary
Traditional compression schemes like LZ4 are not really suited to address this problem efficiently. Instead, there are different families of solutions to this problem.
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QUESTION
I would like to write an object to a file, and later be able to read it from the file. It should work on different machines.
One simple option is the following:
...ANSWER
Answered 2020-Jun-14 at 08:41This approach is generally safe only if all of the following are true:
- The type contains only "inline" data. This means only fundamental types (no pointers or references) and arrays thereof.
- Nested objects that also meet these criteria are also OK.
- All of the types have the same representation on all systems/compilers where the program will run.
- The endian-ness of the system must match.
- The size of each type must match.
- Any padding is in the same location and of the same size.
However, there are still some drawbacks. One of the most severe is that you are locking yourself in to exactly this structure, without some kind of version mechanism. Other data interchange formats (XML, JSON, etc.), while more verbose, self-document their structure and are significantly more future-proof.
QUESTION
Long story short, I have a shader which absolutely has to work with logical OR blending. I am bitpacking data in one shader, where pixels overlap, combining this data into an output RenderTexture, and then unpacking it in another shader.
This needs to be crossplatform. I want to support DX11/12 (where it works fine), OpenGL (standard, core, and ES), and ideally Vulkan and Metal.
Here's the thing.
Unity claims that it can only use logical OR blending in a specific subset of DX11. It actually seems to work fine on all versions of DX11.1+ and DX12. It does not, however, work on any other platform.
OpenGL lists support for logical OR blending in their spec. It seems that this should work with all versions of OpenGL above 2 (including ES, unless I missed something).
How, in Unity, can I have this shader crosscompile to GLSL, and enable this blend op? I assume it might be possible by P/Invoking the library for glEnable and related functions, but I'd like to know if there is a way to write on Cg shader and have this crosscompile properly. Metal/Vulkan isn't a dealbreaker, it would be nice to extend support, but I'm more than happy to settle for only supporting DX11+ and OpenGL 2+.
...ANSWER
Answered 2019-Jan-16 at 12:57So, ultimately what I wanted to do is impossible on most mobile systems. It was mostly a hope to expand my potential customer base, but I've decided that the extra complication isn't worth it, and I've dropped mobile support for now.
However, it is possible to get this setup working across DX11.1+, DX12, OpenGL 3.0+, OpenGL Core, and Vulkan. You need to create a native plugin for Unity, and bind all of your rendering resources manually. I couldn't get the P/Invoke approach working,because there's no exposed way to synchronise them with the rendering context. I did want to do this to remove Unity's mesh interop cost anyhow, so it's probably a good thing to be forced into. Anyhow, I wanted to post back here for anyone trying something similar in future and say that it seems the only way to do this is with a native plugin.
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