[Mesa-dev] [PATCH] [RFC] MESA_shading_language_130: is this it?

Roland Scheidegger sroland at vmware.com
Tue Dec 2 18:51:16 PST 2014


Am 02.12.2014 um 21:51 schrieb Eric Anholt:
> Ian Romanick <idr at freedesktop.org> writes:
> 
>> On 11/26/2014 06:09 PM, Dave Airlie wrote:
>>> Glamor is 4x faster on my ILK using glsl 130 at core text using
>>> x11perf -ftext.
>>>
>>> Ian started writing a spec for this extension a while back, which seems like
>>> most of the work, this patch seems to do enough, to advertise GLSL 1.30.
>>
>> Yeah... I started writing the extension when Chris Forbes was working on
>> adding GLSL 1.30 for Ironlake.  I seem to recall that gl_ClipDistance
>> still does not work for ILK, and difficulties with that caused Chris to
>> abandon the project.  This was over a year ago, so the details are a bit
>> fuzzy.
>>
>> The common Mesa parts look good, though.  If we want to pursue this, I
>> can finish up the extension spec and get it published.
> 
> I'd definitely be interested -- integers are really useful for 2D
> rendering (as evidenced by Dave's numbers), and I can do them in VC4.
> What I see in a glance through 1.30 that I don't have in my 2.1
> implementation is:
> 
> - Size queries (but I can fake it with uniforms)
> - Texture arrays (can't fake that without some real craziness).
> - Texture offsets (could fake with uniforms and some math?)
Offsets get applied in texel space, after denormalization, hence depend
on the mipmap chosen. So if you can't get the mip level used in sampling
from your hw (and even then correct filtering of two mips is going to be
difficult) things probably get annoying pretty fast. Though I would
assume offsets are mostly used on level-zero-only textures or the
sampling otherwise limited to one level (textureLodOffset, min/max lod).

Roland



> - gl_VertexID (could fake with a cached VBO of integers I think.
> 
> I'd be interested in whether the MESA_1.30 spec would require support
> for extensions that expose those things, or if I could expose it without
> doing all of that.
> 
> 
> 
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