For a completely new architecture, yes, I agree. For new generations of Intel hardware, though, it's a lot less effort to add incremental support to our existing driver than to write a whole new...
Type: Posts; User: Kayden; Keyword(s):
For a completely new architecture, yes, I agree. For new generations of Intel hardware, though, it's a lot less effort to add incremental support to our existing driver than to write a whole new...
The work required to bump i915 classic to 2.1 was minimal - probably an hour or so - and makes the driver a lot more useful. At this point, we're not really spending any resources on that generation...
A couple of things worth noting:
- glxgears is not a benchmark. It does a pittance of work on both the CPU and GPU...so basically all you're measuring is how fast you can swap frames. That's not...
It's especially complicated these days since the CPU and GPU both share the same thermal headroom. Sometimes maxing out the CPU limits the GPU or vice-versa. I'm not really sure what the best...
FYI, FurMark, Pixmark Piano, and Pixmark Volplosion all run on i965 with Mesa master if you do:
export MESA_GL_VERSION_OVERRIDE=3.2
export MESA_GLSL_VERSION_OVERRIDE=150
So they ought to work...
I've been playing this on my Ivybridge laptop using Mesa master and it's working pretty much flawlessly.
Not right away, obviously...but I imagine we probably will at some point. Is there a specific feature you were hoping for? We can always implement certain extensions before finishing a full GL...
It's basically Geometry Shaders and Interface Blocks. Interface Blocks are basically done, and Geometry Shaders are coming along quite nicely. We're actually able to run fairly complex geometry...
OpenGL 3.3 is definitely going to be finished this year, at least for the Intel driver.
Yeah, I sure don't see Portal 2 either. Just the first one. Still. Awesome.
I don't know where you heard that, but the classic i965 Mesa driver is entirely under the MIT license---the exact same license used by the rest of the project. Our driver contains no GPL code...
If I had to hazard a guess, I'd say it's because of the shader compiler backend. Note that it's TGSI-based and named "toy compiler":...
Thanks for the detailed explanation!
We've had Early Z all the way back to the original 965, and it's been supported since the initial drop of the driver in 2006.
Actually, separate shader objects are useful and doable on your hardware as well. It just didn't become a standard part of OpenGL until GL 4. In particular, it'll help Serious Sam 3 run a lot...
We're actually not using that implementation of a bitset (Mesa has its own implementation)...but it's the same concept. It took me a few reads to figure out where the speed up came from - it's the...
The Intel open and closed source OpenGL drivers share no code whatsoever. They're completely independent.
This looks really cool, especially with Valley's sweepnig outdoor scenes. Excellent demo.
The Windows driver team is completely separate from the open source driver team, so I don't know what they're planning and can't speak for them. We'll have to wait and see. For now, I believe ES...
Something is wrong, then. Have you checked the Performance page in the options? In the past, Serious Sam 3 had trouble autodetecting settings for HD 4000, which caused it to use far higher settings...
At least in the past, there have been a bunch of places that assume that every data type is the same size (i.e. you can stuff ints/unsigneds/floats in the same bits without losing anything). That...