On 01/14/2016 01:11 AM, Ilia Mirkin wrote:
On Wed, Jan 13, 2016 at 3:55 AM, Tapani Pälli <tapani.pa...@intel.com> wrote:
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.
Sure. But that has little bearing on the discussion here --
OES_shader_io_blocks is a compiler feature, not a backend feature. In
order for any backend to expose OES_geometry_shader, the
OES_shader_io_blocks ext needs to be done. But just because it is done
doesn't mean you have geometry shaders.
Right, that is correct. For a moment there I forgot how this table works
:) There needs to be separate enable bits for these.
So you have to make sure that not only does the backend support
geometry shaders, but the core supports OES_shader_io_blocks before
you expose OES_geometry_shader. That doesn't seem too onerous.
-ilia
// Tapani
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