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Mesa's OpenGL 3.0 TODO List Is Becoming Smaller

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  • phoronix
    started a topic Mesa's OpenGL 3.0 TODO List Is Becoming Smaller

    Mesa's OpenGL 3.0 TODO List Is Becoming Smaller

    Phoronix: Mesa's OpenGL 3.0 TODO List Is Becoming Smaller

    Via a commit to the TODO list concerning Mesa's support for the OpenGL 3.0 specification, Marek Ol??k has confirmed that vertex texture image units for OGL3 are "DONE" and working on the R600 Gallium3D driver...

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

  • whizse
    replied
    Originally posted by smitty3268 View Post
    Doesn't VMWare own Khronos? And they are big contributers to Mesa.
    No, nobody owns Khronos.
    http://en.wikipedia.org/wiki/Khronos_Group

    Leave a comment:


  • smitty3268
    replied
    Originally posted by whizse View Post
    Ian Romanick is described as "Intel?s lead representative to Khronos":
    http://software.intel.com/sites/oss/...d_romanick.php
    Doesn't VMWare own Khronos? And they are big contributers to Mesa.

    I don't think getting the upcoming specs fast enough is a problem. The problem was that for years Linux graphics languished and got way behind. When GL3 and 4 came out, AMD and Nvidia just had to tweak a few of the extensions they already had working. Mesa had to start laying the groundwork to support future work enabling them.

    Leave a comment:


  • whizse
    replied
    There's an almost complete implementation of GL_ARB_debug_output available, which should be part of 4.1, doesn't seem to be listed in docs/GL3.txt though:
    http://lists.freedesktop.org/archive...ay/007248.html

    Leave a comment:


  • whizse
    replied
    Originally posted by przemoli View Post
    AMD and Nvidia got their hands on OpenGL 3, much earlier then whole world, so it is pretty obvious that they got time to take leap ahead of mesa.

    So is anyone from mesa in arb? To get preview on whats big next thing in OpenGL?
    Ian Romanick is described as "Intel?s lead representative to Khronos":
    http://software.intel.com/sites/oss/...d_romanick.php

    Leave a comment:


  • V!NCENT
    replied
    All it took was more patents to stop caring about them; as mr. Bridgman showed, there is now even a patent for your lungs.

    So I'm assuming that none of this will work, unless your distro vendor has a patent license, or you recompile it yourself with '-middlefingerToPatentTrolls:1', or something?

    So if one wanted to be a total treehugger, what functionality would they miss? Texture compression and HW-float? Or much more?

    Also; when is somebody going to patent HW-double as an invention, to be able to fully support the float without getting patent trolled?

    Leave a comment:


  • Azpegath
    replied
    Originally posted by smitty3268 View Post
    and float-depth buffers: now done. Thanks Marek. http://lists.freedesktop.org/archive...ne/009085.html

    At this rate, maybe we should be shooting for GL 3.1 for the next release.
    I think this just made me cum a little bit...

    Thanks for the list and the sum-up! I agree with previous commenters, the leap from 2.1 -> 3.0 is huge in comparison to 3.0 -> 3.3. Even the step to 4.1 isn't as big I guess.

    I do hope that the maintenance of the fixed pipeline doesn't drag down the momentum of working with the newer and leaner OpenGL.

    Leave a comment:


  • przemoli
    replied
    Is there anyone from Mesa, working on next OpenGL version?

    AMD and Nvidia got their hands on OpenGL 3, much earlier then whole world, so it is pretty obvious that they got time to take leap ahead of mesa.

    So is anyone from mesa in arb? To get preview on whats big next thing in OpenGL?

    Leave a comment:


  • smitty3268
    replied
    Glsl 1.4

    From the docs, here's what GLSL 1.4 entails:

    Summary of Functionality differences from version 1.3
    Minor wording changes, clarifications, and examples added or changed to keep in sync with the OpenGL
    ES specification.
    The following features are added or changed:
    • Add uniform blocks and layouts to be backed by the application through buffer bindings.
    • Rectangular textures, including the closure of t he functionality indicated by the original
    texture_rectangle extension, the gpu_shader4 extension and the 1.3 version of GLSL.
    • Texture buffers .
    • Add gl_InstanceID for instance drawing.
    • Don't require writing to gl_Position.
    This is a very, very small list compared to what was in the 1.3 spec. Some of it could be tricky, though. After the 3.0 milestone, 3.2 is definitely the next big one. Then I think 4.0, which will take a long time to reach.

    Leave a comment:


  • elanthis
    replied
    While it will be good to finally see open-source driver support for the OpenGL 3.0 specification, by the time it's here, the Khronos Group specification will have been nearly five years old.
    2011 - 2008 = 3.

    God, would I like to have GL 3.2 available. At least then I wouldn't need proprietary drivers just for testing basic modern graphics code.

    Now if only Gallium actually supported D3D 10 then I wouldn't need proprietary drivers or a proprietary OS for developing not-built-on-a-batshit-insane-stupid-API graphics code.

    Leave a comment:

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