[Mesa-dev] [PATCHES] Tessellation is here
sroland at vmware.com
Wed Jun 17 07:33:15 PDT 2015
No, there is no such list. On that list would be:
- implement multisampling (basic GL 3.0 feature, we cheat our way out of
- related to multisampling, rewrite attribute interpolation. This has
problems nowadays even without msaa (particularly precision loss if a
tri is far away from screen origin, since interpolation is always done
wrt to screen origin), nowadays all "real" gpus do barycentric
interpolation, there's also problems with a tri A,B,C not getting the
exact same interpolated values compared to a tri B,C,A with the same
- control flow. Right now we don't support any "real" control flow, just
mask off the non-active values when writing the register values back.
All branches in a shader are always evaluated, regardless if any
elements in the execution mask are active. This means even for uniform
control flow we always execute the dead branches.
- avx2 support (use gather for texturing etc., extend intrinsics to
avx2). This is definitely an easier task than the others...
Things like tesselation would go in a bucket together with other GL4
stuff, a key problem with GL4 would be the dynamic indexing of samplers
(the sample code bakes in the texture format, and with dynamic indexing
this isn't known at compile time as it can differ for each texture
bound), but everything GL4 is not even really on a to do list... Feel
free to work on it though...
Am 17.06.2015 um 15:00 schrieb Ilyes Gouta:
> On Wed, Jun 17, 2015 at 1:51 PM, Roland Scheidegger <sroland at vmware.com
> <mailto:sroland at vmware.com>> wrote:
> No. And as far as I know noone is working on it for llvmpipe. If I'd
> write a to do list for llvmpipe, that would probably be on page 50 or so
> :-). But patches always welcome...
> Well, is such a to-do list for LLVMpipe online? I'm quite interested :)
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