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

  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

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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.

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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

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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.

  6. #6
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    Default Reference

    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.

  7. #7
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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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    Quote Originally Posted by Luke_Wolf View Post
    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.
    +1

    I think the progress so far is amazing, especially when you consider that at this point, AFAIK the r300 GPUs now have more functionality in linux than they do in Windows. Keep in mind r300 wasn't even designed for opengl 3, and yet look at what it's doing.

    Keep in mind that once these last few features are out of the way, all that will be left to do is bug fixing and performance improvements. It's impressive that something so complicated is getting so close to being on-par with proprietary drivers.

  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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    Keep in mind that once these last few features are out of the way, all that will be left to do is bug fixing and performance improvements.
    Well, AMD probably has a good chunk of work left to get radeonsi (the GCN/Southern Islands 3D driver) caught up with r600g, and nouveau and llvmpipe have catching up to do as well. But overall, yes, things are looking much brighter.

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