[Mesa-dev] [PATCH 2/2][RFC] docs: Add the 2015 ARB extensions
Eero Tamminen
eero.t.tamminen at intel.com
Wed Aug 19 04:28:53 PDT 2015
Hi,
On 08/19/2015 03:18 AM, Ian Romanick wrote:
> 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.
Maybe at the end of the doc there could be a list of extensions that
Mesa will never implement? (potentially with short description why:
"obsolete", "nobody uses", "bad idea" etc)
- Eero
>> 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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