Yeah, geometry shaders were mentioned because they are the big thing for GL 3.2. Although GLSL 1.50 will also be a non-trivial undertaking.
Speaking of geometry shaders, since most of you haven't gotten a progress update on that in the last couple of weeks, here's an update. I had a frustrating week or so but progress is back on track as of yesterday. There's still some more stuff to do in the code, but the biggest remaining things before it's ready for sending to the Mesa mailing list are writing Piglit tests for geometry shaders, squashing any Piglit regressions in existing tests, and creating an actual, logically ordered patchset from the changes.



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