ARB_texture_float :-)

Ken Martin <[email protected]>
Newsgroups gmane.comp.video.mesa3d.user
Message-ID <CANXz0SYdSkTJkuL2YnkKQ=1w1eP__RTNV=ftykiavA1rp_=jGw@mail.gmail.com>
Using latest Mesa default 17.4.0-devel, software rendering (llvmpipe I
believe) built without the --enable_texture_float option it seems like Mesa
is reporting GL_ARB_texture_float as a supported extension. It doesn't seem
to actually use floating point textures in that case, so that is good. But
the extension seems to be showing up. Is there a preferred way at run time
to check for float texture support in mesa?

Thanks!
Ken

OpenGL vendor string: VMware, Inc.
OpenGL renderer string: llvmpipe (LLVM 3.8, 128 bits)
OpenGL core profile version string: 3.3 (Core Profile) Mesa 17.4.0-devel
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
    GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend,
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,
    GL_AMD_shader_trinary_minmax, GL_AMD_vertex_shader_layer,
    GL_AMD_vertex_shader_viewport_index, GL_ANGLE_texture_compression_dxt3,
    GL_ANGLE_texture_compression_dxt5, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control,
    GL_ARB_compressed_texture_pixel_storage,
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance,
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
    GL_ARB_direct_state_access, GL_ARB_draw_buffers,
    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,
    GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,
    GL_ARB_fragment_shader, GL_ARB_framebuffer_object,
    GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary,
    GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader_fp64,
    GL_ARB_gpu_shader_int64, GL_ARB_half_float_pixel,
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2,
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,
    GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,
    GL_ARB_pixel_buffer_object, GL_ARB_point_sprite,
    GL_ARB_polygon_offset_clamp, GL_ARB_program_interface_query,
    GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sampler_objects,
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,
    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_objects, GL_ARB_shader_stencil_export,
    GL_ARB_shader_subroutine, GL_ARB_shader_texture_lod,
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array,
    GL_ARB_texture_float, GL_ARB_texture_gather,


....

-- 
Ken Martin PhD
Distinguished Engineer
Kitware Inc.
28 Corporate Drive
Clifton Park NY 12065

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