On 07/22/2013 10:42 AM, Paul Berry wrote:
[snip]
I don't mind if someone wants to do some research in the background on
questions 1 and 2 above, but IMHO we can safely proceed with this plan
even without that information.  In all likelihood, the only thing we're
going to learn by answering questions 1 and 2 is whether we need to
implement both GLSL 1.50 and ARB_geometry_shader4, or just GLSL 1.50.
So in either case it makes sense to work on GLSL 1.50 first.  In the
unlikely event that we run into another snag down the road and need to
switch back to ARB_geometry_shader4, we can always pick up where we left
off--I've archived the state of my "gs" branch in "gs-arb".

I agree wholeheartedly - implement 1.50-style GS first, since it's mandatory for OpenGL 3.2+ support, which everybody clearly wants. We can later implement ARB_gs4 if we find applications that want it but don't have a 3.2-Core path.

Those array hacks sound pretty awful. Not insurmountable, but in light of that, I'd much rather see the 1.50-style GS support be fundamental, with ARB_gs4 built atop that infrastructure, rather than the other way around.

--Ken
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to