Originally posted by Creak
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AMD RadeonSI Gallium3D Is Now Incredibly Close To OpenGL 4.3!
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Originally posted by Veerappan View Post
If you're talking about the shader buffer load/store intrinsics, those just landed today:
(svn id: https://llvm.org/svn/llvm-project/llvm/[email protected]
, git: 756309c45b935a28a3bdd2ddbdebcfb27b4a1a82)
It depends on two patches for LLVM that have not been committed yet:
- D18340
- D18559
So, a google search:
http://reviews.llvm.org/D18340 - "This revision is now accepted and ready to land."
http://reviews.llvm.org/D18559 - "Closed by commit rL265589: AMDGPU: Add a shader calling convention (authored by nha)"
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Originally posted by smitty3268 View PostI'm not sure how much work is left on ES 3.1 compatibility extension for 4.5. It seems like Intel has shifted some resources away from ES support and towards Vulkan, so it may not be finished up by this summer.
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Originally posted by pal666 View Posti'm pretty sure it is trivial and intel have not done it because intel only needs gles for android and android has no gl4.5
Originally posted by illiamirkinThat streak is mostly over... I did the easy onesThe only other "easy" one left is GL_OES_texture_view (and its EXT companion), but there are no dEQP tests for it. If one were to not be lazy, then one would modify the existing piglit tests to work with GL ES as well, and test the impl that way. The rest of the stuff required for AEP and GLES 3.2 is trickier - geometry/tess depend on GL_OES_shader_io_blocks, which in turn depends on making the input/output interface validation logic work for SSO programs. [Right now it just crashes on gallium since we release the IR, but even if we don't, it's till piles-o-fail.] I've been giving advanced blend some thought, but it's not trivially simple, and then there's the primitive bounding box thing which depends on tess, and cube arrays which depend on gs. And that's it. Maybe fixing GL_EXT/OES_shader_io_blocks *would* be a good newbie project, esp for someone already familiar with GL. There are dEQP tests for it, which is nice, and this is a start on the mesa bits: https://github.com/imirkin/mesa/comm...bb9b1c354690ae If you do go for it, make sure to consult with people about how to solve the issues once you identify them, since everyone will have (opposing) opinions on it. [Esp the whole reliance on the ir being around after linking -- that needs to go.]
Last edited by smitty3268; 13 April 2016, 02:02 PM.
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Originally posted by Tomin View Post
Are you sure you checked the core profiile version and not just compatibility profile version?
Code:[[email protected] ~]$ glxinfo | grep OpenGL OpenGL vendor string: X.Org OpenGL renderer string: Gallium 0.4 on AMD PITCAIRN (DRM 2.43.0, LLVM 3.7.1) OpenGL core profile version string: 4.1 (Core Profile) Mesa 11.2.0 OpenGL core profile shading language version string: 4.10 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: OpenGL version string: 3.0 Mesa 11.2.0 OpenGL shading language version string: 1.30 OpenGL context flags: (none) OpenGL extensions: OpenGL ES profile version string: OpenGL ES 3.0 Mesa 11.2.0 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00 OpenGL ES profile extensions:
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