I would like to have the EXT_gpu_shader4 implemented into mesa for the following reasons: - gl_InstanceID is defined for GLSL then - Integers for shaders - Introducing of geometry shaders to run gs demos as a spin-off, GL_EXT_geometry_shader4 would be implemented Implementing this extension is hard, but please do it. Modern game engines are depending on it, engines like Unigine.
Created attachment 45694 [details] [review] First start This patch does a first step towards implementing gpu_shader4: gl_InstanceID Even if it's a small change, please review the patch. It also fixes a issue with Unigine Heaven.
If you are fixing a driver by this, let's just disable the extension until gl_InstanceID is supported. I can disable it for r600g if you like.
i'm not fixing a driver, Unigine Heaven uses EXT_gpu_shader4 without checking for it. So disabling an extension would not solve the problem. I'm serious. This is the start of implementing EXT_gpu_shader4 in mesa.
No, Heaven doesn't use EXT_gpu_shader4. Or maybe it does, but it doesn't require it if the extension is not exposed by a driver. Heaven is only incorrectly using GL_ARB_draw_instanced. Note that Heaven works on r300g and r600g has a very similar extension list, so it should work too.
But that's not Topic of this bug report. Should I open an other one to fix the Unigine Heaven problem? This bug report should stay for gpu_shader4 issues
AFAIK the features listed in comment #1 exist, please reopen if not.
Well, neither EXT_gpu_shader4 nor GL_EXT_geometry_shader4 exist, but GL 3.2 has the features he mentions.
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