<div dir="ltr"><div>Using latest Mesa default 17.4.0-devel, software rendering (llvmpipe I believe) built without the --enable_texture_float option it seems like Mesa is reporting GL_ARB_texture_float as a supported extension. It doesn't seem to actually use floating point textures in that case, so that is good. But the extension seems to be showing up. Is there a preferred way at run time to check for float texture support in mesa?<br></div><div><br></div><div>Thanks!<br>Ken</div><div><br></div><div><div>OpenGL vendor string: VMware, Inc.</div><div>OpenGL renderer string: llvmpipe (LLVM 3.8, 128 bits)</div><div>OpenGL core profile version string: 3.3 (Core Profile) Mesa 17.4.0-devel</div><div>OpenGL core profile shading language version string: 3.30</div><div>OpenGL core profile context flags: (none)</div><div>OpenGL core profile profile mask: core profile</div><div>OpenGL core profile extensions:</div><div>    GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend,</div><div>    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,</div><div>    GL_AMD_shader_trinary_minmax, GL_AMD_vertex_shader_layer,</div><div>    GL_AMD_vertex_shader_viewport_index, GL_ANGLE_texture_compression_dxt3,</div><div>    GL_ANGLE_texture_compression_dxt5, GL_ARB_ES2_compatibility,</div><div>    GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,</div><div>    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,</div><div>    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control,</div><div>    GL_ARB_compressed_texture_pixel_storage,</div><div>    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,</div><div>    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance,</div><div>    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,</div><div>    GL_ARB_direct_state_access, GL_ARB_draw_buffers,</div><div>    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,</div><div>    GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,</div><div>    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,</div><div>    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,</div><div>    GL_ARB_fragment_shader, GL_ARB_framebuffer_object,</div><div>    GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary,</div><div>    GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader_fp64,</div><div>    GL_ARB_gpu_shader_int64, GL_ARB_half_float_pixel,</div><div>    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,</div><div>    GL_ARB_internalformat_query, GL_ARB_internalformat_query2,</div><div>    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,</div><div>    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,</div><div>    GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,</div><div>    GL_ARB_pixel_buffer_object, GL_ARB_point_sprite,</div><div>    GL_ARB_polygon_offset_clamp, GL_ARB_program_interface_query,</div><div>    GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sampler_objects,</div><div>    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,</div><div>    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,</div><div>    GL_ARB_shader_objects, GL_ARB_shader_stencil_export,</div><div>    GL_ARB_shader_subroutine, GL_ARB_shader_texture_lod,</div><div>    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,</div><div>    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_buffer_object,</div><div>    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range,</div><div>    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array,</div><div>    GL_ARB_texture_float, GL_ARB_texture_gather,</div></div><div><br></div><div><br></div><div>....</div><div><br></div>-- <br><div class="gmail_signature"><div dir="ltr"><div>Ken Martin PhD<div>Distinguished Engineer<br><span style="font-size:12.8px">Kitware Inc.</span><br></div><div>28 Corporate Drive<br>Clifton Park NY 12065<br><div><br></div><div><span style="font-size:10pt;font-family:Tahoma,sans-serif">This communication,
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