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Igalia Posts Intel vertex_attrib_64bit Mesa Driver Patches, Close To OpenGL 4.1+
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Originally posted by davidbepo View Post
true but some games check version rather than extensions so an override is necessary also the missing openfgl 4.3 extension isnt almost needed
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Originally posted by davidbepo View Post
true but some games check version rather than extensions so an override is necessary also the missing openfgl 4.3 extension isnt almost needed
Bottom line is, if an application asks for 4.2 even though it doesn't require it, that's a bug. And we've always had to work around bugs, eg. when a game declares GLSL exts mid-shader, a DRI-conf entry is needed to hack around it. This is no different; you just have to work around the buggy app.
If a game said on its package it needs 8GB RAM to run, but everyone on the internet confirms that it really needs less than 2GB, you wouldn't go into a store and buy more RAM just so the game sees a higher value; you'd instead tell it a fake RAM size.
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Originally posted by Ancurio View Post
Yeah, let's invest dozens of man-hours into writing code that is not actually executed, just so a byte in a string somewhere changes its value.
Bottom line is, if an application asks for 4.2 even though it doesn't require it, that's a bug. And we've always had to work around bugs, eg. when a game declares GLSL exts mid-shader, a DRI-conf entry is needed to hack around it. This is no different; you just have to work around the buggy app.
If a game said on its package it needs 8GB RAM to run, but everyone on the internet confirms that it really needs less than 2GB, you wouldn't go into a store and buy more RAM just so the game sees a higher value; you'd instead tell it a fake RAM size.
So basically 2 choices:
- the dev names the functions used and the system check them 1 by 1 (hundreds ? thousands ?)
or
- you put version numbers and reject the system with inferior version
I do not really like the 1st option...
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Originally posted by FireBurn View PostThere a way of overriding individual extensions, but I can't remember how
I'm still waiting on computer shaders on my Skylake laptop too, got them on my Tonga discreet card first
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Originally posted by bridgman View Post
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Originally posted by Passso View PostSo basically 2 choices:
- the dev names the functions used and the system check them 1 by 1 (hundreds ? thousands ?)
or
- you put version numbers and reject the system with inferior version
I do not really like the 1st option...
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It's not used because you read the same specs for lots of ports done by the same ppl. As it often runs a bit slow with Intel nobody seems to test it. At least for Broadwell/Skylake this will be no problem except speed in a few months. But it is a bit disappointing these days that Haswell is already too outdated, Vulkan is in better shape for Broadwell+ too.
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