2014-11-24 13:03 GMT+01:00 Andrei Slavoiu andrei.slavoiu@gmail.com:
On Monday 24 November 2014 09:39:14 Henri Verbeet wrote:
I don't think we want this. We're never going to use EXT_geometry_shader4, and in fact are likely to drop ARB_geometry_shader4 in favour of just using core contexts. We should just do the work to make core contexts work. Matteo has some initial patches if you'd like to help out with that.
The sole purpose of this is to allow the fallback code to identify DX10 capable cards *now*, before the core contexts work is done. Do you think the code for using core contexts could become a reality in a reasonable time frame? This year? Early next year?
Not going to happen this year, hopefully at some point next year. I agree with Henri that it isn't probably worth to add this kind of stuff just for the fallback.
BTW, where can I find those patches? I don't remember seeing something like that on the mailing list.
I haven't published them anywhere yet. They are still in quite a rough shape at the moment and I know I need to rewrite a few parts. Also patches are pretty much in the order in which I written them and I've got a few commits fixing stuff in earlier ones (which obviously need to be merged), or patches which need to be splitted and such. I guess I could put the series somewhere publicly accessible like GitHub, after some cleanup to achieve a minimum level of decency, but in general you would have to expect a lot of rebases and stuff like that even then.
My general plan is to start sending the initial patches "soon". There are a few prerequisite changes / additions to the Mac driver, opengl32 and wined3d which are quite independent from the rest and hopefully should be in submission-quality in a few days or so. After them it will be probably the turn of removing the use of builtin FFP variables in our GLSL shaders, which is one of those parts of my patch series which still needs significant cleanup...