Announcement

Collapse
No announcement yet.

Intel Is Making Some Progress With Compute Shaders

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Intel Is Making Some Progress With Compute Shaders

    Phoronix: Intel Is Making Some Progress With Compute Shaders

    One of the big extensions of OpenGL 4.3 and also a requirement of OpenGL ES 3.1 is support for compute shaders. While the work isn't complete yet, Intel's open-source developers are making progress on GL_ARB_compute_shader support...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Michael,
    you missed the patches of Dave about GL_ARB_shader_subroutine (GL 4.0),
    other than the work done for the GL_ARB_texture_stencil8 (GL 4.4) and the work in progress for the GL_ARB_shader_image_size (GL 4.3).

    Comment


    • #3
      ARB_shader_image_size sounds like it should take a few days at most.. your basically just exposing a draw-time constant via GLSL.

      Comment


      • #4
        Originally posted by Ancurio View Post
        ARB_shader_image_size sounds like it should take a few days at most.. your basically just exposing a draw-time constant via GLSL.
        Yeah. We need ARB_image_load_store first (to have images at all). Then it's trivial
        Free Software Developer .:. Mesa and Xorg
        Opinions expressed in these forum posts are my own.

        Comment


        • #5
          Originally posted by Kayden View Post
          Yeah. We need ARB_image_load_store first (to have images at all). Then it's trivial
          Ah, right. From what I remember, with neither images nor SSBOs, there's not much compute shaders can (visibly) do, so for them image_load_store would also become a requirement.

          Comment


          • #6
            Originally posted by Ancurio View Post
            Ah, right. From what I remember, with neither images nor SSBOs, there's not much compute shaders can (visibly) do, so for them image_load_store would also become a requirement.
            Nvm, forgot about atomics lol.

            Comment


            • #7
              Why you is Intel paying for duplicate work? They have an opengl es 3.1 driver for android already.

              Comment


              • #8
                Originally posted by toyotabedzrock View Post
                Why you is Intel paying for duplicate work? They have an opengl es 3.1 driver for android already.
                That's probably for the PowerVR GPU, rather than intels.

                Comment


                • #9
                  Originally posted by tarceri View Post
                  That's probably for the PowerVR GPU, rather than intels.
                  Nope. It's normal Intel HD GPUs, but they using proprietary userspace driver on top of i915.
                  So Android userspace driver is based on their Windows OpenGL driver.

                  Comment


                  • #10
                    Originally posted by toyotabedzrock View Post
                    Why you is Intel paying for duplicate work? They have an opengl es 3.1 driver for android already.
                    For exact same reason AMD do that: they can't or don't want to open proprietary driver code.
                    Though it's looks strange considering that Intel have 30-50 employees who work on Mesa only.

                    Comment

                    Working...
                    X