Jason Ekstrand <ja...@jlekstrand.net> writes: > On May 16, 2016 1:53 AM, "Kenneth Graunke" <kenn...@whitecape.org> wrote: >> >> On Monday, May 16, 2016 6:32:11 AM PDT Dave Airlie wrote: >> > So I said this on irc over the weekend and it seemed like we had some >> > consensus on holding off 12.0 until we could announce 4.5 on some >> > hardware. This assumes the FP64 stuff is going in at least. >> > >> > So I decided to roll out the proposal here, which is that we finish >> > GL4.5 features off for at least Skylake I think. >> >> Personally, I think it makes the most sense to proceed with the >> time-based release as planned. We've already packed a ton of great >> things into it...i965 will jump from 3.3 to 4.2, and the other drivers >> have made significant strides as well. I'd like to have an i965 GL 4.x >> release sooner rather than later. > > The three things I would absolutely like to land in 12.0 are: attrib64 so > we can get 4.2, Curro's spilling *compiler* fixes (we can land those later > and back-port if needed), and a set of format cleanups in the Vulkan driver > I plan to send today. > Yeah, I plan on sending that series out today.
> Beyond that, I agree that landing SIMD32 would be really nice and worth > delaying by a week but no more. Getting actual 4.5 it looks like will take > longer to do properly. > Right. If other people agree on delaying the branch point by a week it should be possible to at least merge the subset of SIMD32 that we're missing to enable desktop compute shaders. Personally I'm not sure if that's a great idea [the 12.0 release is likely to be bumpy enough already ;)], but if people want I'm willing to do the work -- Otherwise I'm fine with doing it after the branch point which gives me some more time to look into the performance issues of SIMD32 compilation. >> I might be inclined to push it back a week or so if that would help us >> land SIMD32 (only for compute, and only when required). Then i965/Gen8+ >> could enable ARB_compute_shader and claim 4.3. Supposedly Curro has most >> of that code written, and Jason's offered to review it as soon as > possible. >> A lot of applications seem to rely on GL 4.3 and compute shaders. >> >> I'm all for rushing to GL 4.5, but why not do it in master after the >> branch point? We can always pull in the next release if we want, rather >> than pushing this one out. Looking ahead...we've got a bunch going on: >> >> - Finishing GL 4.5 >> - Finishing ES 3.2 >> - Landing Tim's shader cache >> - More performance work >> - Porting features to more platforms (i.e. fp64 on Haswell/Ivybridge) >> >> I think we could knock out a bunch of that out in another 3 months, and >> it'd make for a pretty great 12.1 release. I also think that varying >> packing is going to continue to bite us, and feel like we're going to >> have to rewrite that in order to have a good quality 4.4 >> implementation... >> >> That's just my current thinking, anyway. I'm not sure what's best. >> >> --Ken >> >> _______________________________________________ >> mesa-dev mailing list >> mesa-dev@lists.freedesktop.org >> https://lists.freedesktop.org/mailman/listinfo/mesa-dev >> > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
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