News: 0001583384

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OpenGL Mesh Shader Extension Merged

([Mesa] 4 Hours Ago GL_EXT_mesh_shader)


Proposed last year was [1]GL_EXT_mesh_shader as a cross-vendor mesh shading extension . That OpenGL mesh shader work led by an AMD engineer was merged today into the OpenGL Registry.

That GL_EXT_mesh_shader support was worked on the past year in tandem with [2]mesh shader support for the RadeonSI Gallium3D driver and landing the necessary prerequisites upstream in Mesa. There's also been [3]Zink driver work on OpenGL mesh shader support too .

This OpenGL mesh shader support was motivated in part by the Nvidium project as a rendering engine for Sodium with Minecraft Java Edition have been interested in seeing OpenGL mesh shader support work outside the confines of NVIDIA's vendor extension for it (GL_NV_mesh_shader).

As of a short time ago, the GL_EXT_mesh_shader support was [4]merged to the OpenGL Registry. Now that it's official, hopefully the remaining bits of the Mesa driver support will be merged soon.

Valve open-source graphics Mesa developer Mike Blumenkrantz has also [5]blogged with some additional commentary on this exciting milestone for OpenGL in 2025.



[1] https://www.phoronix.com/news/OpenGL-GL_EXT_mesh_shader

[2] https://www.phoronix.com/news/RadeonSI-Mesh-Shader-Start

[3] https://www.phoronix.com/news/Zink-Mesh-Shaders-Ready

[4] https://github.com/KhronosGroup/OpenGL-Registry/pull/640

[5] https://www.supergoodcode.com/mesh-shaders-in-the-current-year/



"The funny thing is if you actually read those papers, you find that, while the researchers were applying thier optomizational tricks on a microkernel, in fact those same tricks could be applied to traditional kernels to accelerate thier execution."

-- Linus Torvalds on Microkernels (Open Sources, 1999 O'Reilly and Associates)