[Mesa-dev] [PATCH 0/4] Resolving Android + desktop OpenGL 'hack'
Ilia Mirkin
imirkin at alum.mit.edu
Fri Aug 26 19:12:43 UTC 2016
On Fri, Aug 26, 2016 at 3:01 PM, Ryan Houdek <sonicadvance1 at gmail.com> wrote:
> Most of the Tegra devices (K1 and above) provide desktop GL, except for the
> Nexus devices which cut out that functionality.
> Not sure how front buffers differ there, never checked.
> Dolphin relies on a large amount of extensions, both for performance and
> proper emulation standpoint..
> For performance, GLES 3.0, base_vertex, blend_func_extended, and
> buffer_storage are good enough there.
> For accurate emulation there are a few features that desktop GL provide that
> just can't be done in ES (Even 3.2, although it adds a bunch) due to the
> lack of a feature either in extensions or in core.
> I don't have a list of all the features it needs in front of me at the
> moment(Requires grepping the codebase to figure out what all it is using
> again)
The most recent example that comes to mind is depth clamping instead
of clipping, available in GL 3.2 (or GL_ARB_depth_clamp), but no GL ES
extension available for the functionality.
-ilia
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