Hi Kenneth,
> export MESA_GL_VERSION_OVERRIDE=3.2
> export MESA_GLSL_VERSION_OVERRIDE=150
>
> These make the driver claim OpenGL 3.2 and GLSL 1.50 support, even
> though it's incomplete.
>
> OilRush ought to work fine with those set.
>
> I haven't tried Dear Esther since it doesn't appear that the
On 11/22/2013 03:15 PM, Clemens Eisserer wrote:
> Hi,
>
>> I believe geometry shaders are all we would have to implement for Sandy
>> Bridge. Unfortunately, geometry shaders work pretty differently on Sandy
>> Bridge, so getting them to work won't be a slam dunk. Here's roughly what
>> would hav
Hi,
> I believe geometry shaders are all we would have to implement for Sandy
> Bridge. Unfortunately, geometry shaders work pretty differently on Sandy
> Bridge, so getting them to work won't be a slam dunk. Here's roughly what
> would have to be done:
This is too sad - I had the impression me
On 10 October 2013 21:27, Paul Berry wrote:
> It's been a long and rocky road, but geometry shader support in Mesa's
> i965/gen7 driver has finally reached a point I'm willing to call
> "feature complete". Since geometry shaders were the last remaining
> feature needed for GL 3.2, it's time to t
Paul, nice work!
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On Fri, Oct 11, 2013 at 11:04 AM, Paul Berry wrote:
> On 11 October 2013 05:43, Mike Lothian wrote:
>>
>> Well done on getting this enabled
>>
>> Out of interest how far is SandyBridge from 3.2?
>
> I believe geometry shaders are all we would have to implement for Sandy
> Bridge. Unfortunately,
Series is
Reviewed-by: Ian Romanick
On 10/10/2013 09:27 PM, Paul Berry wrote:
> It's been a long and rocky road, but geometry shader support in Mesa's
> i965/gen7 driver has finally reached a point I'm willing to call
> "feature complete". Since geometry shaders were the last remaining
> featur
On 11 October 2013 05:43, Mike Lothian wrote:
> Well done on getting this enabled
>
> Out of interest how far is SandyBridge from 3.2?
>
I believe geometry shaders are all we would have to implement for Sandy
Bridge. Unfortunately, geometry shaders work pretty differently on Sandy
Bridge, so ge
On 10/10/2013 10:27 PM, Paul Berry wrote:
It's been a long and rocky road, but geometry shader support in Mesa's
i965/gen7 driver has finally reached a point I'm willing to call
"feature complete". Since geometry shaders were the last remaining
feature needed for GL 3.2, it's time to turn on GL
Well done on getting this enabled
Out of interest how far is SandyBridge from 3.2?
Cheers
Mike
On 11 Oct 2013 05:28, "Paul Berry" wrote:
> It's been a long and rocky road, but geometry shader support in Mesa's
> i965/gen7 driver has finally reached a point I'm willing to call
> "feature comple
Great to see this enabled!
For the series:
Reviewed-by: Chris Forbes
On Fri, Oct 11, 2013 at 7:12 PM, Kenneth Graunke wrote:
> On 10/10/2013 09:33 PM, Dave Airlie wrote:
>> On Fri, Oct 11, 2013 at 2:27 PM, Paul Berry wrote:
>>> It's been a long and rocky road, but geometry shader support in M
On 10/10/2013 09:27 PM, Paul Berry wrote:
> It's been a long and rocky road, but geometry shader support in Mesa's
> i965/gen7 driver has finally reached a point I'm willing to call
> "feature complete". Since geometry shaders were the last remaining
> feature needed for GL 3.2, it's time to turn
On 10/10/2013 09:33 PM, Dave Airlie wrote:
> On Fri, Oct 11, 2013 at 2:27 PM, Paul Berry wrote:
>> It's been a long and rocky road, but geometry shader support in Mesa's
>> i965/gen7 driver has finally reached a point I'm willing to call
>> "feature complete". Since geometry shaders were the last
Awesome work, Paul!
Series is: Reviewed-by: Matt Turner
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On Fri, Oct 11, 2013 at 2:27 PM, Paul Berry wrote:
> It's been a long and rocky road, but geometry shader support in Mesa's
> i965/gen7 driver has finally reached a point I'm willing to call
> "feature complete". Since geometry shaders were the last remaining
> feature needed for GL 3.2, it's tim
It's been a long and rocky road, but geometry shader support in Mesa's
i965/gen7 driver has finally reached a point I'm willing to call
"feature complete". Since geometry shaders were the last remaining
feature needed for GL 3.2, it's time to turn on GL 3.2 support. Here
is a short patch series t
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