Results 1 to 6 of 6

Thread: Mesa Support For OpenGL Core Contexts

  1. #1
    Join Date
    Jan 2007
    Posts
    15,092

    Default Mesa Support For OpenGL Core Contexts

    Phoronix: Mesa Support For OpenGL Core Contexts

    There was exciting OpenGL 3/4 news yesterday for Mesa when it came to early but yet-to-be-merged support for OpenGL geometry shaders, but that's not all the new Mesa GL news this week. Patches were also published to provide support for OpenGL Core contexts for OpenGL 3.1 and newer...

    http://www.phoronix.com/vr.php?view=MTE0ODk

  2. #2
    Join Date
    Sep 2010
    Posts
    147

    Default

    Surprised that there are no comments on this. This is exciting stuff, guys! Core contexts are the only real thing we're missing from GL 3.1 (besides UBOs, which I think are mostly done), and the only thing besides GLSL 1.50 and geometry shaders that are missing from GL 3.2. At this rate, we could have OpenGL 3.3 support in Mesa for the first stable release of 2013!

  3. #3

    Default

    At this rate, we could have OpenGL 3.3 support in Mesa for the first stable release of 2013!
    I think that full support would be most excellent, but highly unlikely.

    http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt

    One thing I don't quite understand, is why people are doing work out of order. I'm sure there's a logical answer to be made for the easier to implement features, but on others, I'm not sure.

    I would imagine that Mesa 8.2 will be OpenGL 3.1 compliant, and Mesa 8.3 will be OpenGL 3.3 compliant. After that, who knows.

    There is still one item left partially incomplete from OpenGL 3.0 land:

    glVertexAttribI commands ~50% done (converts int values to floats)
    Last edited by halfmanhalfamazing; 07-30-2012 at 12:04 AM.

  4. #4
    Join Date
    Dec 2007
    Posts
    2,395

    Default

    Quote Originally Posted by halfmanhalfamazing View Post
    I think that full support would be most excellent, but highly unlikely.

    http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt

    One thing I don't quite understand, is why people are doing work out of order. I'm sure there's a logical answer to be made for the easier to implement features, but on others, I'm not sure.
    It's mostly done based on ease of implementation or personal itch. E.g., if you are working on one feature and a later feature is just an minor change to that one, it's easy to implement both at the same time.

  5. #5
    Join Date
    Sep 2010
    Posts
    147

    Default

    Quote Originally Posted by halfmanhalfamazing View Post
    I think that full support would be most excellent, but highly unlikely.

    http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt

    (...)

    I would imagine that Mesa 8.2 will be OpenGL 3.1 compliant, and Mesa 8.3 will be OpenGL 3.3 compliant. After that, who knows.
    GL 3.3 support in early 2013 (Mesa 8.2) is far from a certainty, but I wouldn't say it's "highly unlikely". Look at the list you linked to. Now, some corrections to that list:
    • Uniform buffer objects (GL_ARB_uniform_buffer_object) have been in progress for a while. In fact, they might even be complete and working in the i965 driver by now; I haven't checked lately.
    • "Forward compatible context support/deprecations" and "Core/compatibility profiles" are almost the same thing from a driver implementation perspective, and this article is about work beginning on this feature.
    • Work on geometry shaders is being done by me right now and will definitely be done well before next year.


    That leaves GLSL 1.50 and multisample textures as the only non-started things. With that in mind, GL 3.3 doesn't seem so far off and could possibly happen by Mesa 8.2, the first stable release of 2013.

    Quote Originally Posted by halfmanhalfamazing View Post
    There is still one item left partially incomplete from OpenGL 3.0 land:
    That one says "50% done" because it's not implemented in an ideal way, but it still works. I wouldn't really call it "incomplete".

  6. #6

    Default

    Work on geometry shaders is being done by me right now and will definitely be done well before next year.
    Well, let me put it to you like this: Thank you for what you're doing.

    And for the clarifications, It's certainly a welcome update.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •