Re: [Mesa-dev] [PATCH 0/5] MSAA on R6xx

2012-08-27 Thread Török Edwin
On 08/27/2012 05:09 PM, Marek Olšák wrote: > I think the forward compatible contexts can only be created with > OpenGL 3.1 and later versions, but I am not 100% sure. According to comments in GLFW it appears that forward compat. contexts should work with 3.0: // Context profiles are only defined

Re: [Mesa-dev] [PATCH 0/5] MSAA on R6xx

2012-08-27 Thread Marek Olšák
I think the forward compatible contexts can only be created with OpenGL 3.1 and later versions, but I am not 100% sure. Marek On Mon, Aug 27, 2012 at 3:47 PM, Török Edwin wrote: > On 08/27/2012 12:33 PM, Török Edwin wrote: >> On 08/27/2012 05:00 AM, Marek Olšák wrote: >>> This series implements

Re: [Mesa-dev] [PATCH 0/5] MSAA on R6xx

2012-08-27 Thread Török Edwin
On 08/27/2012 12:33 PM, Török Edwin wrote: > On 08/27/2012 05:00 AM, Marek Olšák wrote: >> This series implements MSAA for the R6xx family of GPUs. >> >> The only problem is that the depth decompression doesn't work with MSAA >> depth buffers, which means for the GL user that depth-stencil blittin

Re: [Mesa-dev] [PATCH 0/5] MSAA on R6xx

2012-08-27 Thread Török Edwin
On 08/27/2012 05:00 AM, Marek Olšák wrote: > This series implements MSAA for the R6xx family of GPUs. > > The only problem is that the depth decompression doesn't work with MSAA depth > buffers, which means for the GL user that depth-stencil blitting and > depth-stencil resolve don't work, altho

[Mesa-dev] [PATCH 0/5] MSAA on R6xx

2012-08-26 Thread Marek Olšák
This series implements MSAA for the R6xx family of GPUs. The only problem is that the depth decompression doesn't work with MSAA depth buffers, which means for the GL user that depth-stencil blitting and depth-stencil resolve don't work, although those features are used very rarely, if at all.