Originally posted by tarceri
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Nouveau Picks Up Slightly Better OpenGL 4.0 Support
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Originally posted by Ancurio View PostBy the way, how's arrays_of_arrays going?
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Originally posted by Ancurio View PostBy the way, how's arrays_of_arrays going? Last I read you were having some troubles with the llvm side.
I hope to start working on this again soon, the difficult part is getting my head around how the code works as I'm usually working on this in short 1 hour bursts by the time I get my head around things the hour is up and I need to figure it all out again the next time I get a chance to work on it. Anyway hopefully I can make some progress on this soon.
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Originally posted by tarceri View PostTessellation shaders is part of Google Summer of Code hopefully something will come of it: http://www.google-melange.com/gsoc/p...76830073815040
There has been some dicussion around subroutines in this thread recently: http://www.phoronix.com/forums/showt..._shading/page2
And I see you linked back to the thread that I linked from to here
By the way, how's arrays_of_arrays going? Last I read you were having some troubles with the llvm side.
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Originally posted by Ancurio View PostUnfortunately I don't think there's any demand for tessellation shaders / subroutines atm., so I think nobody will work on these massive features any time soon. Which is unfortunate, because I'd totally like to try out shader subroutines. =/ I wonder if they can be implemented on GL3 hardware..
There has been some dicussion around subroutines in this thread recently: http://www.phoronix.com/forums/showt..._shading/page2
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Originally posted by imirkin View PostWhat instructions? It's just a question of adding the piping between the stages, which will largely mirror what GLSL has. The TGSI modifications shouldn't be too difficult... probably just adding a bunch of TGSI_SEMANTIC_* and modifying code to deal with the additional stages. But the core gallium logic knows fairly little about shaders, so it really shouldn't be too bad. (Yeah, famous last words...)
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Originally posted by Ancurio View PostYeah, adding two new shader stages sounds like heaps of infrastructure work. Even if Intel takes on the glsl part, you still have to define new TGSI instructions, right?
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Imirkin: Thank you for all your hard work on this project.
I am most grateful for the work you and the other nouveau developers are doing towards the NVIDIA driver support on Linux. It's important work. Writing code is hard, working on Open Source projects is hard. Not everyone is good at it, or skilled at it. I have a lot of difficulty concentrating on projects so I'm grateful to all the developers who are able to work and complete tasks they set their minds to. The Nouveau development work is fantastic. If you'd asked anyone 3 years ago if they'd get as much done as they have, a lot of people would have thought you were crazy. It's inspiring to see how far the drivers have come and how little is left to be done. People whining about OpenGL 4.3/4.4 don't understand that in 3 years Nouveau has made more progress with OpenGL support, than Wine has made with DirectX support in the entire lifetime of the Wine Project. Thank you for your hard work.
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Originally posted by imirkin View PostActually the nvc0 driver already has a bunch of the necessary support for tessellation (and there's no way it'll happen on nv50 -- while it could be emulated, it would be very slow, thus useless). But there is a lot of infrastructure missing (glsl, mesa core, gallium), and it'll require someone who knows what they're doing to implement it (i.e. not me). My hope is that the Intel guys will be doing the glsl/core bits soon. I _think_ shader subroutines should be possible on nv50; they're definitely going to be possible on nvc0. But again, the biggest challenge is actually the plumbing. By the time that's done, the work left for the driver is actually relatively small.
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