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What Would You Like To See Out Of Mesa 8.1?

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  • #16
    * i965: OpenGL 3 support for Intel's Ironlake/Arrandale platform

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    • #17
      Originally posted by asdx
      7- work around for games that require S3TC (enable the workaround by default and out of the box) -- No, users don't like to recompile mesa just to enable this. (Fuck patents)
      You just need to install libtxc-dxtn for that?

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      • #18
        Originally posted by elanthis View Post
        Saying that there's just several new revisions is really understating things. The differences between GL 3.0 and GL 2.1 were a lot smaller than the differences between GL 3.3 and 3.0, not to mention the differences between 4.2 and 3.0.

        GL 3.2 will likely be the hardest revision to implement due to the requirement for an entire new geometry pipeline stage. 4.0 will also be hard, but I have a feeling that the various changes necessary to make plugging in new stages will be done during the GS updates, so hopefully that transition will be easier.

        Personally, I'd like to see the DSA extension added to Mesa soon. It's available on both AMD's and NVIDIA's drivers, and it's really nice to have.
        Intel is apparently planning for 3.1 or 3.2 for 8.1 so I guess they are a little more optimistic (or it might mean that 8.1 is still a long ways off).
        Edit: Doh! Scratch that. I had it wrong, it was 3.1 for either 8.1 or 8.2.

        Geometry shaders is supposed to be partly implemented, at least according to docs/GL3.txt
        Last edited by whizse; 02-28-2012, 07:01 AM.

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        • #19
          Originally posted by asdx
          2- Full OpenGL 3/4+ support.
          There's already full OpenGL 3 support...

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          • #20
            Originally posted by gigaplex View Post
            r600g - better power management (runs ~10 degrees hotter than Windows while idling) plus fan speed control.
            thats is an kernel thing not mesa

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            • #21
              I'd like to see continued progress on the vdpau state tracker and OpenGL3.x.

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              • #22
                More more number of and use of regression, unit tests by driver devs.
                Go more piglit. This also counts for games that use OpenGL. Add some shader constructs rendering tests that you need to work in order to let your game work. This way driver devs can use tests and correct their bugs very early.

                What I want to see:
                Hyper-Z for r300 and 600, the r300 first.

                Full OpenGL x.x(as much as possible) and everything required for WebGL and OpenGL ES.
                (Through use of the es2 compatibility things, it only needs OpenGL2.x level hardware to do this decently right?)

                Relatively bugfree r300-r600

                Wayland

                Power management

                Performance

                DMA-BUF

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                • #23
                  PM

                  Power management is not handled by Mesa.

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                  • #24
                    +1 power management (though I suspect most parts of that to be kernel and not exactly mesa but I'll see things as a whole)
                    +1 performace
                    +1 S3TC
                    +1 compatibility and support of OpenGL verstion that the HW is capable of
                    +1 video decode via UVD/+/2/3...
                    +1 support of recent chip models, be it dedicated cards or on APUs
                    +1 multi GPU by means of switching GPU (onboard/dedicated or something) and by means of (hybrid)crossfire
                    +1 opencl stuff
                    +1 OpenVG

                    +1 if someone would really care to have a driver for Geodes, VIA *chrome cards, XGI chips (lol), SiS (more lol) and such stuff

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                    • #25
                      Power efficiency is actually somewhat related to mesa, having some shader use x% less gpu time means direct wattage savings

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                      • #26
                        Originally posted by curaga View Post
                        Power efficiency is actually somewhat related to mesa, having some shader use x% less gpu time means direct wattage savings
                        Yes you're right, this is an indirect effect of the efficienty of the mesa code.

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