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Bindless Textures Land In Mesa Git For RadeonSI

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  • #11
    Originally posted by LinAGKar View Post

    I would say maybe bindless textures, ES3.2, int64, No_error, ASTC and SPIR-V.
    Thanks.
    Interesting selection.

    What's your opinion about the GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters extensions?
    Would those be interesting extensions too?
    https://www.khronos.org/registry/Ope...parameters.txt
    https://www.khronos.org/registry/Ope...parameters.txt

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    • #12
      Originally posted by hakzsam View Post

      DXMD doesn't like this extension, there is a game bug that Feral is going to fix soon.
      Thanks for the info. Then I'll continue to wait :-)

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      • #13
        Originally posted by plonoma View Post
        Using mesamatrix.net, what extensions would you like to see adopted in the OpenGL core profile for an OpenGL 4.6 release?
        I'm actually not experienced enough with these new extensions, to feel I have anything educated to say on the matter
        AZDO does definitely feel like one, as well as the other ones that LinAGKar listed. I'd actually say "all of them", if it is in fact the last official OpenGL Core release. But perhaps it isn't? My impression from Khronos, as of lately, is that Vulkan has hit the ground running, and that it seems to be successful enough to completely supersede/replace OpenGL in the future.

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        • #14
          Originally posted by Azpegath View Post

          I'm actually not experienced enough with these new extensions, to feel I have anything educated to say on the matter
          AZDO does definitely feel like one, as well as the other ones that LinAGKar listed. I'd actually say "all of them", if it is in fact the last official OpenGL Core release. But perhaps it isn't? My impression from Khronos, as of lately, is that Vulkan has hit the ground running, and that it seems to be successful enough to completely supersede/replace OpenGL in the future.
          What would you think about an OpenGL AZDO profile in addition to the core and other profiles?

          Just because Vulkan is doing very well doesn't mean OpenGL has reached it's final end point, destination or version.
          I'm in favor of another OpenGL release for integrating some stuff into core.
          Things like OpenGL ES 3.2 profile making desktop GL a pure superset of ES.
          Using ASTC: predecessor S3TC is technically inferior and patented: http://www.patentcountdown.org/,
          SPIR-V much better than source code shaders,
          AZDO: Almost Zero Driver Overhead https://www.khronos.org/assets/uploa...-GDC-Mar14.pdf.
          And maybe, if it provides some practical benefits, some OpenGL-Vulkan interoperability extension(s).
          Some of these extensions would allow graphics engine makers build code more similar to Vulkan.
          Thus making the jump from OpenGL to Vulkan less one giant leap, more multiple smaller leaps.
          Last edited by plonoma; 06-15-2017, 06:04 PM.

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