[Mesa-dev] [PATCH 2/2][RFC] docs: Add the 2015 ARB extensions
Ian Romanick
idr at freedesktop.org
Tue Aug 18 17:18:18 PDT 2015
On 08/12/2015 02:23 PM, Thomas Helland wrote:
> 2015-08-12 18:56 GMT+02:00 Kenneth Graunke <kenneth at whitecape.org>:
>> On Wednesday, August 12, 2015 06:32:50 PM Thomas Helland wrote:
>>> 2015-08-12 17:48 GMT+02:00 Ilia Mirkin <imirkin at alum.mit.edu>:
>>>> On Tue, Aug 11, 2015 at 1:48 PM, Thomas Helland
>>>> <thomashelland90 at gmail.com> wrote:
>>>>> Signed-off-by: Thomas Helland <thomashelland90 at gmail.com>
>>>>> ---
>>>>> This adds a section for the extensions nvidia has chosen to
>>>>> call the "GL ARB 2015 Extensions" unveiled at SIGGRAPH.
>>>>
>>>> There are ARB extensions released every year (or more often, not
>>>> sure)... we don't track all ARB extensions. Why are these so special
>>>> vs e.g. the ones released along with GL 4.5 but that weren't included
>>>> in the spec? Or any of the other ones...
>>>>
>>>
>>> Well. They're not really special I guess. This just follows from the
>>> discussion that went down on irc between me, glennk, fredrikh, ++.
>>>
>>>> Should GL3.txt just become extension-implementation-status.txt and
>>>> list all non-vendor-specific extensions? So far it has stuck to actual
>>>> GL versions (and more recently GLES).
>>>>
>>>
>>> We can keep it GL / GLES versions only. Or we can extend it to a
>>> extension-implementation-status.txt thing. Or we can split it
>>> into two different files. I really don't care to much either way.
>>>
>>> If we end up adding these extensions to the file then a rename
>>> and adding other ARB's is probably the way to go. There are
>>> positive and negative sides to both approaches, and its not
>>> my call to decide how, and if, we want this. It gives a nice overview
>>> but at the same time it has PR- and "needs-to-be-kept-updated"-
>>> implications that we may not want. I'm all ears for suggestions.
>>>
>>> -Thomas
>>
>> I like the idea of adding an "ARB Extensions" section and listing all
>> the ARB extensions that aren't part of a particular GL version - simply
>> in addition to the existing content, rather than reorganizing it.
>>
>> GL3.txt has been a misnomer for a while, but I don't care whether we
>> rename it or not; it doesn't bother me.
>>
>> --Ken
>
> I've assembled a list of extensions I *think* are not demanded by
> any current openGL specs, but I may have missed some.
> (I find it weird that I VAO's in any of the specs, for example)
> I could add all of them to a separate section to track them,
> or I can leave it as is and drop this patch. Up to you guys.
>
> 2. GLX_ARB_get_proc_address
> 4. WGL_ARB_buffer_region
> 8. WGL_ARB_extensions_string
> 9. WGL_ARB_pixel_format
> 10. WGL_ARB_make_current_read
> 11. WGL_ARB_pbuffer
> 15. GL_ARB_vertex_blend
> 16. GL_ARB_matrix_palette
Ilia sent a list of extensions that are required for 2.1 and 3.0. There
are a bunch of additional extensions, like the two above and
GL_ARB_compatibility below that should be listed in GL3.txt. We never
want these extensions ever. If we add them to that file, someone will
do a bunch of work and submit a bunch of patches.
> 20. WGL_ARB_render_texture
> 24. GL_ARB_shadow_ambient
> 36. GL_ARB_fragment_program_shadow
> 42. GL_ARB_pixel_buffer_object
> 43. GL_ARB_depth_buffer_float
> 45. GL_ARB_framebuffer_object
> 46. GL_ARB_framebuffer_sRGB
> GLX_ARB_framebuffer_sRGB
> WGL_ARB_framebuffer_sRGB
> 48. GL_ARB_half_float_vertex
> 50. GL_ARB_map_buffer_range
> 52. GL_ARB_texture_compression_rgtc
> 53. GL_ARB_texture_rg
> 54. GL_ARB_vertex_array_object
> 55. WGL_ARB_create_context
> 56. GLX_ARB_create_context
> 58. GL_ARB_compatibility
> 60. GL_ARB_shader_texture_lod
> 74. WGL_ARB_create_context_profile
> 75. GLX_ARB_create_context_profile
> 76. GL_ARB_shading_language_include
We can also omit this one. Nobody ever implemented this extension.
It's one of those things that started as a good idea, but it got really,
really out of hand.
> 101. GLX_ARB_create_context_robustness
> 102. WGL_ARB_create_context_robustness
> 103. GL_ARB_cl_event
> 104. GL_ARB_debug_output
> 105. GL_ARB_robustness
> 106. GL_ARB_shader_stencil_export
> 118. GL_KHR_texture_compression_astc_hdr
> GL_KHR_texture_compression_astc_ldr
Isn't ASTC LDR required for OpenGL ES 3.2?
> 126. GL_ARB_robustness_isolation
> 142. GLX_ARB_robustness_application_isolation
> GLX_ARB_robustness_share_group_isolation
> 143. WGL_ARB_robustness_application_isolation
> WGL_ARB_robustness_share_group_isolation
> 152. GL_ARB_bindless_texture
> 153. GL_ARB_compute_variable_group_size
> 154. GL_ARB_indirect_parameters
> 155. GL_ARB_seamless_cubemap_per_texture
> 156. GL_ARB_shader_draw_parameters
> 157. GL_ARB_shader_group_vote
> 158. GL_ARB_sparse_texture
> 171. GL_ARB_pipeline_statistics_query
> 172. GL_ARB_sparse_buffer
> 173. GL_ARB_transform_feedback_overflow_query
> 174. GL_KHR_blend_equation_advanced
> GL_KHR_blend_equation_advanced_coherent
> 175. GL_KHR_no_error
> 176. GL_ARB_ES3_2_compatibility
> 177. GL_ARB_fragment_shader_interlock
> 178. GL_ARB_gpu_shader_int64
> 179. GL_ARB_parallel_shader_compile
> 180. GL_ARB_post_depth_coverage
> 181. GL_ARB_sample_locations
> 182. GL_ARB_shader_atomic_counter_ops
> 183. GL_ARB_shader_ballot
> 184. GL_ARB_shader_clock
> 185. GL_ARB_shader_viewport_layer_array
> 186. GL_ARB_sparse_texture2
> 187. GL_ARB_sparse_texture_clamp
> 188. GL_ARB_texture_filter_minmax
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