On Mon, May 16, 2016 at 4:00 PM, Dave Airlie <[email protected]> wrote:
> On 17 May 2016 at 05:58, Ilia Mirkin <[email protected]> wrote:
>> On Mon, May 16, 2016 at 3:51 PM, Dave Airlie <[email protected]> wrote:
>>> On 13 May 2016 at 11:31, Kenneth Graunke <[email protected]> wrote:
>>>> There are almost no tests in any test suite, but what little I've found
>>>> seems to work.  Ilia believes everything is in place.
>>>>
>>>> Signed-off-by: Kenneth Graunke <[email protected]>
>>>
>>> I agree with Ilia,
>>>
>>> Reviewed-by: Dave Airlie <[email protected]>
>>
>> The one thing that's a bit funny here is that ES3.1 includes compute
>> shaders, while you'd be exposing this on a driver where you
>> effectively can't create a GL_COMPUTE_SHADER shader, even if it has
>> #version 310 es, since GL_ARB_compute_shader will not be enabled.
>
> The next question is if you use a #version 310 es compute shader,
>
> Which limit applies the 1024 or 896?

Whatever limit is returned by the GL... In order to have a conformant
desktop GL impl with compute shaders, that needs to be at least 1024.

>
> At which point I'm inclined to go with if a tree falls in the woods, an nobody
> tests it,
>
> Though happy to conditionalise this on ARB_compute_shader being enabled also.

The spec is based on GL 4.4, so they definitely didn't consider such
interactions. IMHO it needs compute to be flipped on.

  -ilia
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