On 01/13/2016 10:29 AM, Lofstedt, Marta wrote:

-----Original Message-----
From: ibmir...@gmail.com [mailto:ibmir...@gmail.com] On Behalf Of Ilia
Mirkin
Sent: Tuesday, January 12, 2016 7:09 PM
To: Marta Lofstedt
Cc: mesa-dev@lists.freedesktop.org; Romanick, Ian D; Lofstedt, Marta
Subject: Re: [PATCH V3] glapi: add GL_OES_geometry_shader extension

On Tue, Jan 12, 2016 at 9:13 AM, Marta Lofstedt
<marta.lofst...@linux.intel.com> wrote:
From: Marta Lofstedt <marta.lofst...@intel.com>

Add xml definitions for the GL_OES_geometry_shader extension and
expose the extension for OpenGL ES 3.1.

V3: Added dependency to OES_shader_io_blocks and updated to correct
Khronos extension number.
May I ask why you did this? OES_shader_io_blocks is a purely shader
compiler/linker feature, I expect it will be enabled whenever GLES 3.1 is
enabled, no? Why would it be tied to geometry shaders? Sure, geometry
shaders require it to work, but just because you have OES_shader_io_blocks
doesn't necessarily mean you also have geometry shaders...

My intension was to address the co-dependency between oes_geometry_shader and 
oes_shader_io_block.
But as always, you are right Ilia. The dependency issue need to be fixed in the 
driver.

So, please disregard this V3, I will push the V2 with the changes suggested by 
Ilia in the comments.

FYI here are quotes from the oes_geometry_shader specification:
" OES_shader_io_blocks or EXT_shader_io_blocks is required."

IMO according to this it looks OES_shader_io_blocks is a valid requirement as that functionality is not part of OpenGL ES 3.1.

" This extension relies on the OES_shader_io_blocks extension to provide
     the required functionality for declaring input and output blocks and
     interfacing between shaders."

" If the OES_geometry_shader extension is enabled, the
     OES_shader_io_blocks extension is also implicitly enabled.


In practical terms, there's a non-trivial chance that A4xx will get tessellation
before geometry shaders, which would also require OES_shader_io_blocks
to be exposed.
Yes, but for desktop we already have the "shader_io_block" functionality.
So, the dependency is a GLES issue, and tessellation is not yet exposed under 
GLES.

   -ilia

_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to