Yoohoo!!! w00t w00t!
That's very good news. I hope that they continue working on GLSL after that, since that's the major problem with OpenGL 3.0 - 3.3.
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Intel Aims For Open-Source OpenGL 3.0 Driver By Year's End
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Originally posted by elmariachi View PostWill this cover the G45 (4500MHD) chips?
Originally posted by elmariachi View PostI still don't have OpenGL2 I think...
Originally posted by elmariachi View Postbtw: what's the code name of the G45? It's not Sandy Bridge is it?
Here's a handy codename translator:
Gen 4 Desktop - Broadwater (BRW) - G965 - GMA X3000
Gen 4 Mobile - Crestline (CL) - GM965 - GMA X3100
Gen 4.5 Desktop - Eaglelake (ELK) - G45 - GMA X4500HD
Gen 4.5 Mobile - Cantiga (CTG) - GM45 - GMA 4500MHD
Gen 5 - Ironlake (ILK) - HD Graphics (desktop sometimes "Clarkdale", mobile "Arrandale")
Gen 6 - Sandybridge (SNB) - HD Graphics 2000 (codename GT1) and HD Graphics 3000 (codename GT2).
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Originally posted by elanthis View PostThe floating point texture/framebuffer patent is the issue, though. You can't have GL 3.0 without licensing, invalidating, or circumventing that patent. Unless Intel thinks that patent is no longer a problem, Mesa cannot and will not support OpenGL 3.0+ for another 10 years (or however long it will be until the patent expires; I forget the exact date).
I expect that once Mesa 8.0 arrives the unofficial 3rd party repos might create Mesa packages with the patented float code more often. Right now, they don't seem to place a high priority on it but the difference between an OpenGL 2 and 3 driver might be enough to make it more noticeable.
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Originally posted by elanthis View PostThe floating point texture/framebuffer patent is the issue, though. You can't have GL 3.0 without licensing, invalidating, or circumventing that patent. Unless Intel thinks that patent is no longer a problem, Mesa cannot and will not support OpenGL 3.0+ for another 10 years (or however long it will be until the patent expires; I forget the exact date).
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Originally posted by DanL View PostIIRC, GLSL 1.3 is the only major roadblock left for 3.0, so there might not be a significant difference between those two in terms of work left, at least from a software acceleration standpoint. Look at the list: http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
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Originally posted by elanthis View PostThat is, he might have meant the driver supports GLSL 1.30 rather than the whole GL 3.0 API itself.
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Originally posted by Azpegath View PostI just want to spread love all over right now! Michael, you make me so happy! I work in a med-tech-company with visualization using OpenGL (which I prefer since I'm a Linux nerd), and we can't use anything more modern than OpenGL2.1 since our code is often run on virtualized machines (Xen). The virtualization means that there is only a software driver, so we depend heavily on Mesa (I think at least!).
When these changes are released, we can finally start looking at porting everything to OpenGL 3, at least bit by bit.
We need GL 3.0 to get to GL 3.3, but don't expect the world to become a magical place when Mesa supports GL 3.0. It'll basically just mean that floating point textures are supported and integers in shaders are working properly. The first already works but is disabled due to legal issues, and the latter should be done soon, which may be all that Ian meant when he said that the Intel driver would support GL 3. That is, he might have meant the driver supports GLSL 1.30 rather than the whole GL 3.0 API itself.
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Originally posted by elmariachi View PostIt works for me!
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Originally posted by darkbasic View PostProbably like the H264 VAAPI G45 support
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I just want to spread love all over right now! Michael, you make me so happy! I work in a med-tech-company with visualization using OpenGL (which I prefer since I'm a Linux nerd), and we can't use anything more modern than OpenGL2.1 since our code is often run on virtualized machines (Xen). The virtualization means that there is only a software driver, so we depend heavily on Mesa (I think at least!).
When these changes are released, we can finally start looking at porting everything to OpenGL 3, at least bit by bit.
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