On 3 December 2014 at 07:32, Ian Romanick <i...@freedesktop.org> wrote: > On 12/02/2014 12:51 PM, Eric Anholt wrote: >> Ian Romanick <i...@freedesktop.org> writes: >> >>> On 11/26/2014 06:09 PM, Dave Airlie wrote: >>>> Glamor is 4x faster on my ILK using glsl 130 at core text using >>>> x11perf -ftext. >>>> >>>> Ian started writing a spec for this extension a while back, which seems >>>> like >>>> most of the work, this patch seems to do enough, to advertise GLSL 1.30. >>> >>> Yeah... I started writing the extension when Chris Forbes was working on >>> adding GLSL 1.30 for Ironlake. I seem to recall that gl_ClipDistance >>> still does not work for ILK, and difficulties with that caused Chris to >>> abandon the project. This was over a year ago, so the details are a bit >>> fuzzy. >>> >>> The common Mesa parts look good, though. If we want to pursue this, I >>> can finish up the extension spec and get it published. >> >> I'd definitely be interested -- integers are really useful for 2D >> rendering (as evidenced by Dave's numbers), and I can do them in VC4. >> What I see in a glance through 1.30 that I don't have in my 2.1 >> implementation is: >> >> - Size queries (but I can fake it with uniforms) >> - Texture arrays (can't fake that without some real craziness). >> - Texture offsets (could fake with uniforms and some math?) >> - gl_VertexID (could fake with a cached VBO of integers I think. >> >> I'd be interested in whether the MESA_1.30 spec would require support >> for extensions that expose those things, or if I could expose it without >> doing all of that. > > I think it would be easy to have an interaction with > GL_ARB_texture_array at least. I think the easiest thing is: > > Interactions with EXT_texture_array and OpenGL 3.0 > > If EXT_texture_array or OpenGL 3.0 are not supported, shaders using > sampler1DArray, sampler2DArray, isampler1DArray, isampler2DArray, > usampler1DArray, usampler2DArray, sampler1DArrayShadow, or > sampler2DArrayShadow types or built-in functions related to those > types will compile and link. However, since textures for those > targets cannot be created, these shaders will fail draw-time > validation checks. > > Would that work? I think we'd need a nearly identical interaction for > EXT_texture_integer. There may be other similar cases.
From a piglit run on ILK, AMD_shader_trinary_minmax ARB_draw_elements_base_vertex ARB_explicit_attrib_location ARB_explicit_uniform_location ARB_shader_bit_encoding ARB_texture_query_levels ARB_texture_query_lod ARB_texture_rg ARB_texture_rgb10_a2ui EXT_shader_integer_mix EXT_texture_integer ARB_separate_shader_objects all had new tests enabled with my patch. Eric, gl_VertexID is one thing glamor needs isn't it? Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev