Half of the in-tree HW-accelerated drivers lack geo shaders, not to mention
out-of-tree drivers. I politely request that drivers not be required to have
the geo shader hooks filled out; mesa st can detect this and enable
extensions appropriately.

Posting from a mobile, pardon my terseness. ~ C.

On Dec 25, 2009 8:16 AM, "Zack Rusin" <za...@vmware.com> wrote:

On Friday 25 December 2009 07:03:02 Corbin Simpson wrote: > Isn't this
incredibly at odds with our p...
No, it's really not. We don't have caps for core features, e.g we don't have
caps for vertex shaders and this goes hand in hand with that. Geometry
shaders
are optional in the pipeline meaning that unlike fragment shaders they can
be
absent in which case the pipeline behaves just like it would if the api
didn't
have geometry shaders exposed at all i.e. vertex shader outputs go directly
do
the fragment shader. So for games/apps that don't use geometry shaders this
won't matter at all. And games/app that are so new that they actually check
for geometry shaders will already be slow on i915 and r300 not because of
geometry shaders, but because they're running on it on i915 or r300 =)

Not to mention that this is not a fringe feature that will be present only
in
super high-end and futuristic hardware.

All in all it's a bit like fixed-point hardware - programmable hardware is
not
a cap because it's what Gallium models. We can't just keep the Gallium
interface at i915 level and mark everything above that as a cap, it'd be
silly
given that we're generations past that now.

z
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