Originally posted by Michael
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OpenGL 4.5 Released With New Features
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Originally posted by Kayden View PostMesa will likely support many of these sooner rather than later. A lot of them are pretty easy to implement.
You might also notice that Brian Paul (the Mesa project founder) is listed as the author on many of the extensions
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Wasn't that about a kernel interface to load a blob? Not going to happen with the kernel folks!
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This is yet another minor update, which is to be expected since there is no new generation hardware available to expose a next generation API.
Direct state access is useful, but it's nothing new.
What we really need is a low level shading language allowing us to control the pipeline without a bunch of API calls to the driver. Nvidia GPUs are already capable to control threads from the GPU. This would be a compact language to implement, and any legacy features can be implemented on top of that.
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Originally posted by dungeon View PostWhy AMD, why not anybody other that Nvidia release driver on specs release day . I expect this from nvidia they do it like this traditionaly, and i did not expect that from ATi/AMD they never do it like this, only after some time .
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Originally posted by carewolf View PostTraditionally? Did you miss the part about NVidia taking two years to implement 4.4.
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Michael,
You list extensions for the highlights when these are the guts of change:
- Direct State Access (DSA) ? object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility;
- Flush Control - applications can control flushing of pending commands before context switching ? enabling high-performance multithreaded applications;
- Robustness - providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications;
- OpenGL ES 3.1 API and shader compatibility ? to enable the easy development and execution of the latest OpenGL ES applications on desktop systems;
- DX11 emulation features ? for easier porting of applications between OpenGL and Direct3D.
AMD was championing the first two and forced the hand by releasing Mantle.
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Originally posted by przemoli View PostBroadcom: 1 [ARB_clip_control]
Qualcomm: 1 [ARB_derivative_control]
Nvidia: 7 [ARB_clip_control, ARB_cull_distance, ARB_direct_state_access, ARB_get_texture_sub_image, KHR_robustness, ARB_shader_texture_image_samples, ARB_texture_barrier]
AMD: 4 [ARB_cull_distance, ARB_conditional_render_inverted, KHR_context_flush_control, ARB_direct_state_access]
Intel:
Unity: [ARB_direct_state_access]
CodeWeavers: 1 [ARB_clip_control]
VMWare: 4 [ARB_clip_control, ARB_cull_distance, ARB_conditional_render_inverted, ARB_get_texture_sub_image]
Valve: 1 [ARB_clip_control]
HI Corporation: 1 [ARB_clip_control]
Blizzard: 1 [ARB_clip_control]
Transgaming: 1 [KHR_robustness]
Big GPU vendor:
Nvidia
Big missing GPU vendor:
Intel
Big virtual GPU vendor:
VMWare
Big middleware vendor:
Unity
Big game dev:
Blizzard
And where is Google?
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Originally posted by efikkan View PostWhat we really need is a low level shading language allowing us to control the pipeline without a bunch of API calls to the driver. Nvidia GPUs are already capable to control threads from the GPU. This would be a compact language to implement, and any legacy features can be implemented on top of that.
It is insane to think you have computers, which modern GPUs pretty much are - self contained computers - where the instruction set is not public.
Because GPU's should really be behaving like CPUs now. Instruction sets with extensions (preferably a shared common ISA, which each vendor creating and proposing extensions... like how OpenGL is run) that the community and companies can just build compilers for. And then we could write whatever higher level languages we want on top of the GPU, and let those compete on their own.
The problem right now really is a lack of competition. If nobody can see the ISA, nobody can emit shaders besides the proprietary driver, and thus nobody can create alternative implementations.
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