You Want It I Got It
Woosh
After last week’s post touting the “final” features being added to the upcoming Mesa release, naturally now that this is a new week, I have to outdo myself.
I’ve heard some speculation about zink’s future regarding features. Specifically regarding all the mesamatrix features that aren’t green-ified for zink yet.
So you want features is what you’re saying.
Let’s see where things stand in today’s zink-wip snapshot:
- GL_OES_tessellation_shader, GL_OES_gpu_shader5 - this is a mesamatrix bug; zink can’t reach GL 4.0 without supporting them, so obviously they are supported
- GL_ARB_bindless_texture - the final boss
- GL_ARB_cl_event - not (yet) supported by mesa
- GL_ARB_compute_variable_group_size - done
- GL_ARB_ES3_2_compatibility - missing advanced blend from ES3.2
- GL_ARB_fragment_shader_interlock - done
- GL_ARB_gpu_shader_int64 - done
- GL_ARB_parallel_shader_compile - done
- GL_ARB_post_depth_coverage - done (thanks ajax)
- GL_ARB_robustness_isolation - not supported by mesa
- GL_ARB_sample_locations - done
- GL_ARB_seamless_cubemap_per_texture - needs a new Vulkan extension
- GL_ARB_shader_ballot - done
- GL_ARB_shader_clock - done
- GL_ARB_shader_stencil_export - done
- GL_ARB_shader_viewport_layer_array - done
- GL_ARB_shading_language_include - done
- GL_ARB_sparse_buffer - done
- GL_ARB_sparse_texture - not supported by mesa
- GL_ARB_sparse_texture2 - not supported by mesa
- GL_ARB_sparse_texture_clamp - not supported by mesa
- GL_ARB_texture_filter_minmax - done
- GL_EXT_memory_object - TODO
- GL_EXT_memory_object_fd - TODO
- GL_EXT_memory_object_win32 - not supported by mesa
- GL_EXT_render_snorm - done
- GL_EXT_semaphore - TODO
- GL_EXT_semaphore_fd - TODO
- GL_EXT_semaphore_win32 - not supported by mesa
- GL_EXT_sRGB_write_control - TODO
- GL_EXT_texture_norm16 - done
- GL_EXT_texture_sRGB_R8 - TODO
- GL_KHR_blend_equation_advanced_coherent - same as regular advanced blend
- GL_KHR_texture_compression_astc_hdr - TODO
- GL_KHR_texture_compression_astc_sliced_3d - TODO
- GL_OES_depth_texture_cube_map - done
- GL_OES_EGL_image - done
- GL_OES_EGL_image_external - done
- GL_OES_EGL_image_external_essl3 - done
- GL_OES_required_internalformat - done
- GL_OES_surfaceless_context - done
- GL_OES_texture_compression_astc - TODO
- GL_OES_texture_float - done
- GL_OES_texture_float_linear - done
- GL_OES_texture_half_float - done
- GL_OES_texture_half_float_linear - done
- GL_OES_texture_view - same mesamatrix bug since this is a GL 4.3 extension
- GL_OES_viewport_array - done
- GLX_ARB_context_flush_control - not supported by mesa
- GLX_ARB_robustness_application_isolation - not supported by mesa
- GLX_ARB_robustness_share_group_isolation - not supported by mesa
- GL_EXT_shader_group_vote - done
- GL_EXT_multisampled_render_to_texture - TODO
- GL_EXT_color_buffer_half_float - TODO
- GL_EXT_depth_bounds_test - done
By my calculations, that’s 11 TODO
, 10 not supported
, 2 advanced blend
, and 1 final boss
, a total of 24 out-of-version-extensions not yet implemented out of 54, meaning that 30 are done, tying with i965 and second only to RadeonSI at 33.
New in today’s snapshot: GL_ARB_fragment_shader_interlock, GL_ARB_sparse_buffer, GL_ARB_sample_locations, GL_ARB_shader_ballot, GL_ARB_shader_clock, GL_ARB_texture_filter_minmax
Cross-referencing
Writing blog posts like this is easy, but you know what’s not easy?
Writing good blog posts.
And new to the blogging game is the one, the only, Bas Nieuwenhuizen of RADV founding fame! If you’re at all curious about how drivers actually work, his is definitely a site to follow, as he’s already gone much deeper into explaining my RPCS3 memcpy fail than I ever did.
Tomorrow
Is sparse buffer implementation 101. I’ve said it, so now the blog post has to happen.