Let's Fix OpenGL [pdf]
cs.cornell.edu
Let's Fix OpenGL [pdf]
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Re: Let's Fix OpenGL [pdf]
#2Re: Let's Fix OpenGL [pdf]
#3Re: Let's Fix OpenGL [pdf]
#4I like this part.
Re: Let's Fix OpenGL [pdf]
#5Flicking through the article made me wonder - would it be possible to have something like ACID tests for OpenGL?
Re: Let's Fix OpenGL [pdf]
#6> Potential solutions. Shader languages’ needs are not distinct enough from ordinary imperative programming languages to warrant ground-up domain-specific designs. They should should instead be implemented as extensions to general-purpose programming languages. There is a rich literature on language extensibility [27, 36, 39] that could let implementations add shader-specific functionality, such as vector operations,…
Re: Let's Fix OpenGL [pdf]
#7Flicking through the article made me wonder - would it be possible to have something like ACID tests for OpenGL?
https://people.freedesktop.org/~nh/piglit/ is an extensive open conformance test suite for opengl. Khronos has their own ( https://github.com/KhronosGroup/VK-GL-CTS , used to be proprietary), but judging by the amount of bugs and piglit failures in drivers which supposedly pass it, I think it's probably not very useful.
Re: Let's Fix OpenGL [pdf]
#8Earlier quoted context omitted.
https://people.freedesktop.org/~nh/piglit/ is an extensive open conformance test suite for opengl. Khronos has their own ( https://github.com/KhronosGroup/VK-GL-CTS , used to be proprietary), but judging by the amount of bugs and piglit failures in drivers which supposedly pass it, I think it's probably not very useful.
Yup and Google has dEQP for android
Re: Let's Fix OpenGL [pdf]
#9Re: Let's Fix OpenGL [pdf]
#10> Potential solutions. Shader languages’ needs are not distinct enough from ordinary imperative programming languages to warrant ground-up domain-specific designs. They should should instead be implemented as extensions to general-purpose programming languages. There is a rich literature on language extensibility [27, 36, 39] that could let implementations add shader-specific functionality, such as vector operations,…
https://developer.apple.com/metal/metal-shading-language-spe...
Microsoft's HLSL is now also based on LLVM:
https://blogs.msdn.microsoft.com/directx/2017/01/23/new-dire...
Khronos has an LLVM-based translator between LLVM bitcode and SPIR-V:
https://github.com/KhronosGroup/SPIRV-LLVM
So things are converging, may be one day GPU extensions will end up in the C++ standard ;)