From: Pasi <pa...@ik...> - 2004-09-09 17:43:52
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On Thu, Sep 09, 2004 at 05:03:27PM +0200, Philipp Klaus Krause wrote: > Brian Paul schrieb: > >Pasi K=E4rkk=E4inen wrote: > > > >>Hi all! > >> > >>>From the www.opengl.org: > >> > >> > >>OpenGL 2.0 specification available for download > >> > >>http://www.opengl.org/documentation/opengl_current_version.html > >>http://www.opengl.org/documentation/specs/version2.0/glspec20.pdf > >> > >>Any plans for 2.0 support in Mesa? I think the biggest "todo" is the > >>sw-emulation of glsl? > > > > > >Yeah, implementing the shading language will be a huge project. It=20 > >would be nice if a group of volunteers would work together to implemen= t it. > > > >I'll probably start working on some of the infrastructure for 2.0=20 > >support in the near future. But the GLSL parser and code generator wi= ll=20 > >be the bulk of the 2.0 work by far. > > > >-Brian > > >=20 > Some modifications to Mesa are necessary: > -Change glColor3 behaviour, > -Seperate legacy and generic vertex attributes. > GL_NV_vertex_program, GL_NV_vertex_program1_1 and GL_NV_vertex_program= 2 > needs attribute aliasing. GL_ARB_vertex_program, GL_NV_vertex_program3 > allow it. GL_ARB_vertex_shader sas that even for GL_ARB_vertex_program > (assuming both extensions present) there may be no attribute aliasing. > -I dont' know about GL_ARB_texture_non_power_of_two and > GL_ARB_draw_buffers. Are they supported already? > -The rest should be there. >=20 > I planned to do some work towards shader support, but wanted to wait fo= r > The 2.0 spec to be released to see what would change. I probably won't > find much time before mid-october or so. This is what I had in mind: >=20 > Frontends for GL_ARB_vertex_program and GL_ARB_vertex_shader, > GL_ARB_fragment_program and GL_ARB_fragment_shader that create some > intermediate representation. > Then, at least four backends: One for SSE to get fast software > rendering on newer x86, one that interpretes for the architectures wher= e > there is no compiling backend, one for the new intel chips and their > fragment program support and finally, one for the Wildcat VP > (I don't have docs for it though and doubt that I will ever get any, > I haven't asked Intel about i915 yet). >=20 > So get get something running I would first craete the > GL_ARB_vertex_program frontend. Then the interpreting backend. If it's > at least as fast as the solution we have now, we can already put it in > Mesa. Next will be GL_ARB_vertex_shader frontend and SSE backend. >=20 Hmm.. is it possible to use the frontend compiler which is available from 3dlabs website? Or does it help anything..=20 -- Pasi K=E4rkk=E4inen =20 ^ . . Linux / - \ Choice.of.the .Next.Generation. |