Re: [Mesa-dev] [PATCH] mesa: Implement ARB_shader_viewport_layer_array for i965

2016-09-19 Thread Kenneth Graunke
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

Re: [Mesa-dev] [PATCH] mesa: Implement ARB_shader_viewport_layer_array for i965

2016-09-10 Thread Dylan Baker
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

Re: [Mesa-dev] [PATCH] mesa: Implement ARB_shader_viewport_layer_array for i965

2016-09-09 Thread Ilia Mirkin
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

Re: [Mesa-dev] [PATCH] mesa: Implement ARB_shader_viewport_layer_array for i965

2016-09-09 Thread Dylan Baker
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

Re: [Mesa-dev] [PATCH] mesa: Implement ARB_shader_viewport_layer_array for i965

2016-09-09 Thread Ilia Mirkin
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

[Mesa-dev] [PATCH] mesa: Implement ARB_shader_viewport_layer_array for i965

2016-09-09 Thread Dylan Baker
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