Re: [Mesa-dev] Geometry shader update, and a course correction

2013-07-22 Thread Kenneth Graunke
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 questi

Re: [Mesa-dev] Geometry shader update, and a course correction

2013-07-22 Thread Chad Versace
On 07/22/2013 10:42 AM, Paul Berry wrote: On 21 July 2013 23:14, Ian Romanick wrote: On 07/19/2013 11:48 AM, Paul Berry wrote: Just going for 3.2 and punting on the extension for now seems like the right way to go, but I also don't want to paint ourselves into a "we have to rearchitect the

Re: [Mesa-dev] Geometry shader update, and a course correction

2013-07-22 Thread Alex Deucher
On Mon, Jul 22, 2013 at 1:42 PM, Paul Berry wrote: > On 21 July 2013 23:14, Ian Romanick wrote: >> >> On 07/19/2013 11:48 AM, Paul Berry wrote: >>> >>> (TL;DR: geometry shaders are humming along, but because of a hitch I've >>> run into, I'm going to change gears and implement GLSL 1.50-style >>>

Re: [Mesa-dev] Geometry shader update, and a course correction

2013-07-22 Thread Paul Berry
On 21 July 2013 23:14, Ian Romanick wrote: > On 07/19/2013 11:48 AM, Paul Berry wrote: > >> (TL;DR: geometry shaders are humming along, but because of a hitch I've >> run into, I'm going to change gears and implement GLSL 1.50-style >> geometry shaders first rather than ARB_geometry_shader4 funct

Re: [Mesa-dev] Geometry shader update, and a course correction

2013-07-21 Thread Ian Romanick
On 07/19/2013 11:48 AM, Paul Berry wrote: (TL;DR: geometry shaders are humming along, but because of a hitch I've run into, I'm going to change gears and implement GLSL 1.50-style geometry shaders first rather than ARB_geometry_shader4 functionality. This means some piglit tests will need to be r

[Mesa-dev] Geometry shader update, and a course correction

2013-07-19 Thread Paul Berry
(TL;DR: geometry shaders are humming along, but because of a hitch I've run into, I'm going to change gears and implement GLSL 1.50-style geometry shaders first rather than ARB_geometry_shader4 functionality. This means some piglit tests will need to be rewritten). Hello all-- As some of you may