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Intel Starts On Mesa Compute Shaders Support

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  • Intel Starts On Mesa Compute Shaders Support

    Phoronix: Intel Starts On Mesa Compute Shaders Support

    Paul Berry at Intel has published his mega set of 30 patches for Mesa that are very exciting as they work to start implementing compute shaders support inside Mesa...

    http://www.phoronix.com/vr.php?view=MTU2Njk

  • #2
    What is the reason to implement CS ( GL 4.3 fature ), when tessalation and other type of shaders still missing from Mesa's GL 4.0?

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    • #3
      Originally posted by Drago View Post
      What is the reason to implement CS ( GL 4.3 fature ), when tessalation and other type of shaders still missing from Mesa's GL 4.0?
      Because it will have to be done sooner or later?

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      • #4
        Originally posted by Drago View Post
        What is the reason to implement CS ( GL 4.3 fature ), when tessalation and other type of shaders still missing from Mesa's GL 4.0?
        I'm not 100% sure, but it probably has something to do with OpenGL ES 4.0 supporting compute shaders. You know, the tablet/phone market Intel is focusing on lately.

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        • #5
          Originally posted by wargames View Post
          I'm not 100% sure, but it probably has something to do with OpenGL ES 4.0 supporting compute shaders. You know, the tablet/phone market Intel is focusing on lately.
          This. Khronos announced that OpenGL ES 4.0 will support compute shaders, but NOT geometry shaders or tesselation...

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          • #6
            Originally posted by TemplarGR View Post
            This. Khronos announced that OpenGL ES 4.0 will support compute shaders, but NOT geometry shaders or tesselation...
            I guess, this answers my question.

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            • #7
              It would be weird if we got 4.3 compute shaders before any working opencl in mesa.

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              • #8
                Originally posted by zanny View Post
                It would be weird if we got 4.3 compute shaders before any working opencl in mesa.
                sounds a bit like a feature intel needs for its own stuff without making AMD have too much profit - for now (unlike glamor or OpenCL - if they did)

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                • #9
                  Originally posted by jakubo View Post
                  sounds a bit like a feature intel needs for its own stuff without making AMD have too much profit - for now (unlike glamor or OpenCL - if they did)
                  I don't think a Mesa with working radeon opencl would be a huge profit center for AMD.

                  I mean a full foss compute stack with beefy hardware like AMD cards would be amazing, but I don't know if the server industry would eat it up.

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                  • #10
                    If it gave the coin miners +0.5% more hashrate, you bet they would use it.

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                    • #11
                      Originally posted by Drago View Post
                      What is the reason to implement CS ( GL 4.3 fature ), when tessalation and other type of shaders still missing from Mesa's GL 4.0?
                      According to one of the presentatons at the end of the year, there are two main reasons: (1) The asked third-party developers which extensions they most wanted (extensons are "capabilities" so you don't always need to wait for the entirety GL4.3 to be completed to use them) and (2) They can't allocate absolutely everyone to same bit GLSL code missing in GL 4.0 - they start getting in each other's way, and the skill-sets don't necessarily match up.

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                      • #12
                        Originally posted by Drago View Post
                        What is the reason to implement CS ( GL 4.3 fature ), when tessalation and other type of shaders still missing from Mesa's GL 4.0?
                        For ogl|es 4, is my guess.

                        Also, why not?
                        Last edited by liam; 01-10-2014, 08:25 PM. Reason: Should've read the intermediate posts:)

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                        • #13
                          Originally posted by liam View Post
                          For ogl|es 4, is my guess.

                          Also, why not?
                          There's a reason es4 includes compute shaders and not tess or geometry shaders. It's because they're being used by a lot of people, and generally considered very useful. Almost no one bothers trying to use tesselation shaders, and even geometry shaders aren't extremely widespread even though they've been around for a long time.

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                          • #14
                            Originally posted by smitty3268 View Post
                            There's a reason es4 includes compute shaders and not tess or geometry shaders. It's because they're being used by a lot of people, and generally considered very useful. Almost no one bothers trying to use tesselation shaders, and even geometry shaders aren't extremely widespread even though they've been around for a long time.
                            Not true, and not true.

                            Tesselation and geometry are used. Esspecially in games (which generaly driver requirements for 3D anyway).

                            But... both are quite power hungry hw. And that's why nobody on mobile would be willing to use it (hence lack of them in OpenGL ES 3.0).

                            Do not know how geo, tessel and compute compare. But since all major mobile GPU's already support OpenCL, I guess that it wont be too hard to support Compute. (While geo and tessel may still require some extra hw/power)

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                            • #15
                              Originally posted by przemoli View Post
                              Not true, and not true.

                              Tesselation and geometry are used. Esspecially in games (which generaly driver requirements for 3D anyway).
                              How about some examples of games that use tesselation? Unigine Heaven is a tech demo and doesn't count.

                              I'll grant you are mostly correct about geo shaders. Mobile GPUs aren't really fast enough for them to make sense there, given the low power requirements in that market.

                              But even when they are used in games, they are mostly used as a minor optional addition, rather than something the engine really takes advantage of. Look at the games that have been ported to linux so far - Metro doesn't use them. Source engine games don't use them.

                              There's a lot of engines that do want to use compute shaders. Much, much more than tesselation, which is often more of a checkbox feature just so an engine can list it as a possibility and say they support DX11 features.
                              Last edited by smitty3268; 01-11-2014, 05:08 PM.

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