[Mesa-dev] Suggestions for Mesa 11
rtfss1 at gmail.com
Fri Nov 1 04:52:10 PDT 2013
I'm working on porting a D3D11 demo to OpenGL 4 which uses some key D3D11
(HDR new tex compression, OIT via UAV,etc..) it's sad to see on these
presentation of ATI some 4 years ago citing key D3D11 features (see
http://bit.ly/1bIJ5WN) sadly no support of most of these on Mesa..
this cites Tesselation, new HDR compression (i.e. BPTC compression in OGL
world), OIT support which uses D3D11 UAV and in OGL world would be
equivalente to GL_ARB_shader_storage_buffer_object<http://www.opengl.org/registry/specs/ARB/shader_storage_buffer_object.txt>but
can be emulated (I mean random read write functionality) with
EXT_image_load_store (equivalent to RWTexture in D3D11 world)..
I saw already a presentation saying not to expect tesselation and fp64 OGL4
extensions soon in Mesa.. so I'm not asking on those..
but I would like to suggest feedback for next release after upcoming mesa
10 so demo can work on Mesa..First would be good if these two key already
implemented extensions in branches can be finished and merged:
I'm using these for easy porting of D3D11 to OGL..
I know direct_state_access can be emulated with Regal seems but I would
like not to depend on it..
as I said seems I would need BPTC and image_load_store..
It's much work to implement BPTC functionality of course not an online
encoder or decoder only passthrough compressed tex data to GPU.. so big
functionality for Mesa 11 I would like to see is image_load_store..
There is interest on working on it soon?.
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