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Thread: The State Of OpenGL 3/4 Support In Mesa/Gallium3D

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  1. #1
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    Default The State Of OpenGL 3/4 Support In Mesa/Gallium3D

    Phoronix: The State Of OpenGL 3/4 Support In Mesa/Gallium3D

    With updated documentation in the Mesa tree, here's a look at what's left to be accomplished for the Mesa drivers to catch up with the latest upstream Khronos specifications for OpenGL 3.x and OpenGL 4.x...

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

  2. #2
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    I wouldn't say it's sad, I'd say it's amazing. Yes there's a lot of work for them to do with bringing up OpenGL 4 support but things have come so far so fast that that stack is much further along in openGL compliance than it was even just a year ago so kudos to the devs.

  3. #3
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    For 3.2, we actually have started on GLSL 1.50 - Chris landed the texture multisample bits, Jordan has preliminary patches for interface blocks, and Paul's working on geometry shaders.

    Also, a couple of the 4.0 features are actually in progress - Matt's just about done with GL_ARB_texture_query_lod for i965, Christoph posted patches for GL_ARB_draw_indirect on Gallium/nvc0, and Maxence posted patches for GL_ARB_texture_gather that could be finished up.

  4. #4
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    Quote Originally Posted by Kayden View Post
    For 3.2, we actually have started on GLSL 1.50 - Chris landed the texture multisample bits, Jordan has preliminary patches for interface blocks, and Paul's working on geometry shaders.

    Also, a couple of the 4.0 features are actually in progress - Matt's just about done with GL_ARB_texture_query_lod for i965, Christoph posted patches for GL_ARB_draw_indirect on Gallium/nvc0, and Maxence posted patches for GL_ARB_texture_gather that could be finished up.
    And what about those extensions that add only 64bit data types in places where 32bits where allowed? Will it be hard to add?

    I think that we may see simultaneoud 4.0/4.1 release just because tesselation may be "new" geometry shaders

  5. #5
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    Quote Originally Posted by przemoli View Post
    And what about those extensions that add only 64bit data types in places where 32bits where allowed? Will it be hard to add?
    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 would need to change. Plus, we currently don't have any 64-bit data types in our shader compiler and assembly backends. These are not really hard problems to solve, but there's enough that it's non-trivial work and probably a bunch of tedium.

  6. #6
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    Is it possible to play Doom 3 BFG (via Wine or RB Doom3 BFG) or Rage via Wine now? I would see that as milestone when this would work.

  7. #7
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    Quote Originally Posted by Kayden View Post
    For 3.2, we actually have started on GLSL 1.50 - Chris landed the texture multisample bits, Jordan has preliminary patches for interface blocks, and Paul's working on geometry shaders.

    Also, a couple of the 4.0 features are actually in progress - Matt's just about done with GL_ARB_texture_query_lod for i965, Christoph posted patches for GL_ARB_draw_indirect on Gallium/nvc0, and Maxence posted patches for GL_ARB_texture_gather that could be finished up.
    This sounds fantastic! I am not Intel customer, but big thanks for you all.

  8. #8
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    Michael Larabel failed to do basic journalistic best practices of providing the reference for this article.

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

    Last updated 12 hours ago.

  9. #9
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    Quote Originally Posted by uid313 View Post
    Michael Larabel failed to do basic journalistic best practices of providing the reference for this article.

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

    Last updated 12 hours ago.
    Thanks for sharing the link. I cant wait to finally buy a real computer so I can start contributing some what.

  10. #10
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    Quote Originally Posted by Kayden View Post
    For 3.2, we actually have started on GLSL 1.50
    And Michael actually forgot he wrote about it just a couple days ago (;

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