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@sfr.fr wrote:
- if (gl_info->supported[ARB_GPU_SHADER5])
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])shader_addline(buffer, "#extension GL_ARB_gpu_shader5 : enable\n");
These should be sorted alphabetically.
I guess the ARB_gpu_shader5 extension should also be added to the "core_extensions" table.
On 18 July 2016 at 14:31, Józef Kucia joseph.kucia@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@gmail.com:
On 18 July 2016 at 14:31, Józef Kucia joseph.kucia@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@gmail.com wrote:
2016-07-18 14:52 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 18 July 2016 at 14:31, Józef Kucia joseph.kucia@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@gmail.com:
On 18 July 2016 at 21:57, Matteo Bruni matteo.mystral@gmail.com wrote:
2016-07-18 14:52 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 18 July 2016 at 14:31, Józef Kucia joseph.kucia@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@gmail.com wrote:
2016-07-18 22:53 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 18 July 2016 at 21:57, Matteo Bruni matteo.mystral@gmail.com wrote:
2016-07-18 14:52 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 18 July 2016 at 14:31, Józef Kucia joseph.kucia@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.