[Mesa-dev] OpenGL 4 drivers

Paul Berry stereotype441 at gmail.com
Wed Oct 30 14:50:53 CET 2013


On 29 October 2013 23:31, Timothy Arceri <t_arceri at yahoo.com.au> wrote:

> On Tue, 2013-10-29 at 13:13 -0700, Eric Anholt wrote:
> > Josh Klint <joshklint at leadwerks.com> writes:
> >
> > > Hi,
> > >
> > > As I understand it, Mesa is in charge of providing OpenGL drivers for
> > > Intel graphics hardware running on Linux.  I'm in the process of
> > > porting our game engine over to Linux, and have been pleasantly
> > > surprised so far that the OpenGL 4 drivers for Nvidia and ATI on Linux
> > > work perfectly:
> > >
> http://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux
> > >
> > > I am contacting you because I have a pretty advanced Linux renderer
> > > running in OpenGL 4, and it might make a good test case for testing
> > > drivers.  Here's our renderer running on an Intel HD 4000 on Windows:
> > > https://www.youtube.com/watch?v=gFfgImmWqXE
> > >
> > > I just wanted to make contact and see how we can help test OpenGL 4
> > > drivers for Intel graphics on Linux.
> >
> > Right now we're at GL 3.3 core profile and GL 3.0 for compatibility
> > profile, so no testing GL4 drivers for you quite yet :) We've also got
> > several of the easier extensions for GL 4.n, so what you have may work
> > as long as you're ready to run on a core profile driver.
>
> Hi Josh,
>
> I'm not an Intel dev but just thought I'd expand on what Eric said. The
> GL 3.3 support is part of the unreleased Mesa 10 due out at the end of
> November so to work out if it has enough functionality to run your
> engine you would need to build a version from git or you can take a look
> at the features list here:
> http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
>
> This is up to date with all the latest extensions available in Mesa 10.
> I believe its likely a few more extensions are going to land before the
> November release such as: ARB_shader_atomic_counters,
> ARB_sample_shading, ARB_vertex_attrib_binding
>
> For interest sake (at least for my own) it would be good to know what
> extensions you require that are not currently available.
>

I'd second that.  Our strategy for implementing a particular GL version is
usually to start with the extensions that were adopted into that version of
the spec, and try to implement the most important extensions first.  If you
could let us know what extensions cover the GL 4 features you're using,
that would help us prioritize which extensions to work on first.
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