On Friday, September 9, 2016 4:14:55 PM PDT Dylan Baker wrote:
> This extension is a combination of AMD_vertex_shader_viewport_index and
> AMD_vertex_shader_layer, making it rather trivial to implement.
>
> For gallium I *think* this needs a new cap because of the addition of
> support in tessella
I like the easy way out in this case. Thanks for the pointer.
On Fri, Sep 9, 2016, at 18:03, Ilia Mirkin wrote:
> On Fri, Sep 9, 2016 at 8:59 PM, Dylan Baker wrote:
> >> Some piglit tests to check the TES behaviour would be nice.
> >
> > Yeah, I figured. I'll have to go read up on how tessellatio
On Fri, Sep 9, 2016 at 8:59 PM, Dylan Baker wrote:
>> Some piglit tests to check the TES behaviour would be nice.
>
> Yeah, I figured. I'll have to go read up on how tessellation works.
While I would hate to discourage you from such a joyous learning
experience, if you want the quickest way to su
Quoting Ilia Mirkin (2016-09-09 16:40:15)
> On Fri, Sep 9, 2016 at 7:14 PM, Dylan Baker wrote:
> > +EXT(ARB_shader_viewport_layer_array ,
> > ARB_shader_viewport_layer_array, GLL, GLC, x , x , 2015)
>
> This relies on GL 3.2 at least, so I think this should just be GLC, not GLL
On Fri, Sep 9, 2016 at 7:14 PM, Dylan Baker wrote:
> +EXT(ARB_shader_viewport_layer_array ,
> ARB_shader_viewport_layer_array, GLL, GLC, x , x , 2015)
This relies on GL 3.2 at least, so I think this should just be GLC, not GLL.
Also, you mention it requires GL 3.1, but really
This extension is a combination of AMD_vertex_shader_viewport_index and
AMD_vertex_shader_layer, making it rather trivial to implement.
For gallium I *think* this needs a new cap because of the addition of
support in tessellation evaluation shaders, and since I don't have any
hardware to test it o