Re: [PATCH] wined3d: Test and enable ARB_gpu_shader5 in shaders.
As it was already mentioned the plan was to use GLSL 4.30 for shader model 5. However, it shouldn't be much of a burden to also support SM5 bitwise opcodes with ARB_gpu_shader5. Apart from that the other issue is that adding newer OpenGL extensions is generally blocked by bug 38648 [1]. The main reason is that it cannot be tested in the current version of Wine with drivers which do not support compatibility profiles. On Fri, Jul 15, 2016 at 2:25 PM, Guillaume Charifi <guillaume.charifi(a)sfr.fr> wrote:
+ if (gl_info->supported[ARB_GPU_SHADER5]) + shader_addline(buffer, "#extension GL_ARB_gpu_shader5 : enable\n"); if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n"); if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
These should be sorted alphabetically. I guess the ARB_gpu_shader5 extension should also be added to the "core_extensions" table. [1] - https://bugs.winehq.org/show_bug.cgi?id=38648
On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
As it was already mentioned the plan was to use GLSL 4.30 for shader model 5. However, it shouldn't be much of a burden to also support SM5 bitwise opcodes with ARB_gpu_shader5.
Sure, but is there a reason to?
2016-07-18 14:52 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
As it was already mentioned the plan was to use GLSL 4.30 for shader model 5. However, it shouldn't be much of a burden to also support SM5 bitwise opcodes with ARB_gpu_shader5.
Sure, but is there a reason to?
OpenGL 3.2 + GLSL 1.50 + ARB_gpu_shader5 + ARB_tessellation_shader + ARB_texture_view + whatever else is necessary should also work for d3d11 / SM5, no? That would eventually make a bunch of Mesa drivers support d3d11 which otherwise wouldn't (like my AMD REDWOOD which AFAICS will not ever get anything above GL 3.3 / GLSL 3.30 because it doesn't support doubles).
On 18 July 2016 at 21:57, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
2016-07-18 14:52 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
As it was already mentioned the plan was to use GLSL 4.30 for shader model 5. However, it shouldn't be much of a burden to also support SM5 bitwise opcodes with ARB_gpu_shader5.
Sure, but is there a reason to?
OpenGL 3.2 + GLSL 1.50 + ARB_gpu_shader5 + ARB_tessellation_shader + ARB_texture_view + whatever else is necessary should also work for d3d11 / SM5, no? That would eventually make a bunch of Mesa drivers support d3d11 which otherwise wouldn't (like my AMD REDWOOD which AFAICS will not ever get anything above GL 3.3 / GLSL 3.30 because it doesn't support doubles). SM5 has doubles.
2016-07-18 22:53 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 18 July 2016 at 21:57, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
2016-07-18 14:52 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
As it was already mentioned the plan was to use GLSL 4.30 for shader model 5. However, it shouldn't be much of a burden to also support SM5 bitwise opcodes with ARB_gpu_shader5.
Sure, but is there a reason to?
OpenGL 3.2 + GLSL 1.50 + ARB_gpu_shader5 + ARB_tessellation_shader + ARB_texture_view + whatever else is necessary should also work for d3d11 / SM5, no? That would eventually make a bunch of Mesa drivers support d3d11 which otherwise wouldn't (like my AMD REDWOOD which AFAICS will not ever get anything above GL 3.3 / GLSL 3.30 because it doesn't support doubles). SM5 has doubles.
Those are only optional in SM5 though, see https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).a... note 2 and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476124(v=vs.85).a.... I'm pretty sure SM5 games generally don't require doubles.
On 18 July 2016 at 23:04, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
2016-07-18 22:53 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 18 July 2016 at 21:57, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
2016-07-18 14:52 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
As it was already mentioned the plan was to use GLSL 4.30 for shader model 5. However, it shouldn't be much of a burden to also support SM5 bitwise opcodes with ARB_gpu_shader5.
Sure, but is there a reason to?
OpenGL 3.2 + GLSL 1.50 + ARB_gpu_shader5 + ARB_tessellation_shader + ARB_texture_view + whatever else is necessary should also work for d3d11 / SM5, no? That would eventually make a bunch of Mesa drivers support d3d11 which otherwise wouldn't (like my AMD REDWOOD which AFAICS will not ever get anything above GL 3.3 / GLSL 3.30 because it doesn't support doubles). SM5 has doubles.
Those are only optional in SM5 though, see https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).a... note 2 and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476124(v=vs.85).a.... I'm pretty sure SM5 games generally don't require doubles. Right, so sure.
participants (3)
-
Henri Verbeet -
Józef Kucia -
Matteo Bruni