Page 1 of 2 12 LastLast
Results 1 to 10 of 17

Thread: Gallium3D Gets Support For ARB_sample_shading

  1. #1
    Join Date
    Jan 2007
    Posts
    15,411

    Default Gallium3D Gets Support For ARB_sample_shading

    Phoronix: Gallium3D Gets Support For ARB_sample_shading

    Support has landed within Mesa Gallium3D for handling the OpenGL 4.0 GL_ARB_sample_shading extension...

    http://www.phoronix.com/vr.php?view=MTY3MzM

  2. #2
    Join Date
    Dec 2011
    Posts
    2,158

    Default Great article!

    Michael for once sites his sources and link directly to the repositories instead of using his own anzwix.com spam site.

  3. #3
    Join Date
    Aug 2011
    Posts
    559

    Default

    I'm offering a cookie to the person that manages the closest guess as to how many times Michael will cite from GL3.txt in 2014.

    Also, Marek Olk just posted patches that implement GL_ARB_draw_indirect and GL_ARB_texture_cube_map_array for Southern Islands (plus Gallium infrastructure).

  4. #4
    Join Date
    Feb 2014
    Posts
    116

    Default

    Quote Originally Posted by Ancurio View Post
    I'm offering a cookie to the person that manages the closest guess as to how many times Michael will cite from GL3.txt in 2014.

    Also, Marek Olk just posted patches that implement GL_ARB_draw_indirect and GL_ARB_texture_cube_map_array for Southern Islands (plus Gallium infrastructure).
    what kind of cookie we're talking about?

  5. #5
    Join Date
    Aug 2011
    Posts
    559

    Default

    Quote Originally Posted by TheSoulz View Post
    what kind of cookie we're talking about?
    If you have to ask.. probably hand drawn in GIMP =P

  6. #6
    Join Date
    Sep 2011
    Posts
    707

  7. #7
    Join Date
    Jul 2012
    Posts
    134

    Default

    Quote Originally Posted by Ancurio View Post
    I'm offering a cookie to the person that manages the closest guess as to how many times Michael will cite from GL3.txt in 2014.

    Also, Marek Olšk just posted patches that implement GL_ARB_draw_indirect and GL_ARB_texture_cube_map_array for Southern Islands (plus Gallium infrastructure).
    How long it takes for those patches to land in Oibaf PPA?

  8. #8
    Join Date
    Sep 2010
    Posts
    484

    Default

    GL_ARB_shader_subroutine
    This is the most important programming feature for OpenGL programmers in OpenGL 4.0!
    My favourite, please give implementing it priority over some other features, e.g. tessellation.

  9. #9
    Join Date
    Aug 2011
    Posts
    559

    Default

    Quote Originally Posted by plonoma View Post
    This is the most important programming feature for OpenGL programmers in OpenGL 4.0!
    My favourite, please give implementing it priority over some other features, e.g. tessellation.
    Mesa/Gallium devs have often said that they're more likely to start working on certain features if there's someone actively requesting them for a project, ie. the guys from Dolphin (GameCube emulator) asked for Uniform Buffers and got them soon after. Also, slightly relevant: http://www.phoronix.com/forums/showt...264#post410264

  10. #10
    Join Date
    Oct 2007
    Posts
    1,309

    Default

    Quote Originally Posted by uid313 View Post
    Michael for once sites his sources and link directly to the repositories instead of using his own anzwix.com spam site.
    WTF are you talking about? anzwix.com does link to the sources. http://anzwix.com/a/Mesa/GalliumAddB...Bsampleshading

    Why are you constantly criticizing this site?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •