Item ID Dependencies Est. Days Priority Category Description Item Author Current Owner Notes
XF01 (Done, pending tests) 3 high GL 3.0 Enhance state tracking for transform feedback DanMcCabe DanMcCabe Previously completed by BrianPaul
XF02 (Done, pending tests) 2 high GL 3.0 Add 9 transform feedback entry points DanMcCabe DanMcCabe Previously completed by BrianPaul
XF03 (Done, pending tests) XF02 5 high GL 3.0 Validate parameters in transform feedback entry points DanMcCabe DanMcCabe Previously completed by BrianPaul
XF04 (Done, pending tests) 5 high GL 3.0 Validate transform feedback related parameters in existing GL entry points DanMcCabe DanMcCabe Previously completed by BrianPaul
XF05 (Done, pending tests) 5 high GL 3.0 glBindBuffers support for transform feedback DanMcCabe DanMcCabe Previously completed by BrianPaul
XF06 5 high GL 3.0 Varying variable support for transform feedback. This is filling in the guts of glTransformFeedbackVaryings and glGetTransformFeedbackVarying. DanMcCabe EricAnholt
XF07 (Done, pending tests) XF06 5 high GL 3.0 Enhance linker support for transform feedback DanMcCabe ?PaulBerry
XF_SNB_1 (Done) high GL 3.0 Learn how to test stream output logic in the simulator ?PaulBerry ?PaulBerry
XF_SNB_2 (Done) high GL 3.0 Implement pass-through GS shader program ?PaulBerry ?PaulBerry
XF_SNB_3 (Done) high GL 3.0 Output dummy data to transform feedback buffer ?PaulBerry ?PaulBerry
XF_SNB_4 (Done) high GL 3.0 Output correct data in SEPARATE_ATTRIBS mode ?PaulBerry ?PaulBerry
XF_SNB_5 (Done) high GL 3.0 Output correct data in INTERLEAVED_ATTRIBS mode ?PaulBerry ?PaulBerry
XF_SNB_6 (Done) high GL 3.0 Ensure that buffer overflow behavior is correct ?PaulBerry ?KennethGraunke
XF_SNB_7 (Done) high GL 3.0 Update pointers correctly on begin/end/pause/resume ?PaulBerry ?KennethGraunke
XF_SNB_8 (Done) high GL 3.0 Implement rasterizer discard ?PaulBerry ?PaulBerry
XF_SNB_9 high GL 3.0 Thoroughly test and debug all SNB XF behavior except queries ?PaulBerry ?PaulBerry
XF_SNB_10 (Done) high GL 3.0 Implement PRIMITIVES_GENERATED and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries ?PaulBerry ?PaulBerry
XF_SNB_11 (Done) high GL 3.0 Test PRIMITIVES_GENERATED and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries ?PaulBerry ?PaulBerry
XF_IVB_1 (Done) high GL 3.0 Kernel interface for setting registers ?PaulBerry EricAnholt
XF_IVB_2 (Done) high GL 3.0 Output correct data in SEPARATE_ATTRIBS mode ?PaulBerry EricAnholt
XF_IVB_3 (Done) high GL 3.0 Output correct data in INTERLEAVED_ATTRIBS mode ?PaulBerry EricAnholt
XF_IVB_4 high GL 3.0 Ensure that buffer overflow behavior is correct ?PaulBerry EricAnholt Should be fine, need to review tests and run them.
XF_IVB_5 (Done) high GL 3.0 Update pointers correctly on begin/end/pause/resume ?PaulBerry Cross-batchbuffer pointers incorrect, need to review tests and implement.
XF_IVB_6 (Done) high GL 3.0 Implement rasterizer discard ?PaulBerry EricAnholt (works)
XF_IVB_7 (Done) high GL 3.0 Thoroughly test and debug all IVB XF behavior except queries ?PaulBerry (note: some oglc failures remain, one class may be IVB specific)
XF_IVB_8 (Done) high GL 3.0 Implement PRIMITIVES_GENERATED and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries ?PaulBerry
XF_IVB_9 (Done) high GL 3.0 Test PRIMITIVES_GENERATED and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries ?PaulBerry
XF14 (Done) 5 low GL 3.0 Test input validity DanMcCabe ?EugeniDodonov, ?PaulBerry http://cgit.freedesktop.org/~eugeni/piglit/, priority is lowered because Marek's piglit test already covers this partly
XF15 3 low GL 3.0 Test buffer binding DanMcCabe ?EugeniDodonov, ?PaulBerry http://cgit.freedesktop.org/~eugeni/piglit/, priority is lowered because Marek's piglit test already covers this partly
XF16 (Done) 2 high GL 3.0 Test linking and glUseProgram DanMcCabe ?PaulBerry
XF17 2 high GL 3.0 Test tesselation and incomplete primitives DanMcCabe Paul Berry I think this estimate is low.
XF18 1 high GL 3.0 Test buffer overflow DanMcCabe Paul Berry I think this estimate is low.
XF19 3 high GL 3.0 Test varyings DanMcCabe Paul Berry I think this estimate is low.
XF20 (Done) 5 high GL 3.0 Test output DanMcCabe ?MarekOlsak
IR1 10 high perf Replace context “program” attached state with SSO-style shader state IanRomanick IanRomanick
IR2 IR1 10 high perf Generate GLSL IR for ARB assembly programs IanRomanick
IR3 IR1 10 high perf Generate GLSL IR for NV vertex assembly programs IanRomanick There will be a lot of cut-and-paste between IR2 and IR3
IR4 3 high perf Remove NV fragment assembly program support IanRomanick
CD0 (Done) 10 high GL 3.0 Refactor VUE layout code in preparation for gl_ClipDistance ?PaulBerry ?PaulBerry
CD1 (Done) 5 high GL 3.0 Compiler front-end support for gl_Distance ?PaulBerry ?PaulBerry
CD2 (Done) CD1 5 high GL 3.0 Lower gl_ClipDistance from float[8] to vec4[2] ?PaulBerry ?PaulBerry
CD3 (Done) CD2 5 high GL 3.0 Test gl_ClipDistance lowering pass ?PaulBerry ?PaulBerry
CD4 (Done) CD3 5 high GL 3.0 SNB support for gl_ClipDistance ?PaulBerry ?PaulBerry "First triangle" achieved on private branch 9/2
CD5 (Done) CD1 3 med GL 3.0 Emit error if a shader writes both gl_ClipDistance and gl_ClipVertex ?PaulBerry ?PaulBerry
CD6 (Done) 5 high GL 3.0 Add gl_ClipDistance as a fragment shader built-in input ?PaulBerry ?PaulBerry
CD7 (Done) 5 high GL 3.0 Implement and test gl_ClipDistance sizing rules ?PaulBerry ?PaulBerry
CD8 (Done) 3 high GL 3.0 gl_ClipDistance tests ?PaulBerry ?PaulBerry
CV1 (Done) 5 med GL 2.x Add gl_vert_result slot for gl_ClipVertex ?PaulBerry ?PaulBerry
CV2 (Done) 5 med GL 2.x Detect writes to gl_ClipVertex in the linker ?PaulBerry ?PaulBerry Proved to be unnecessary
CV3 CV2 3 low GL 2.x Use proper slot for writes to gl_ClipVertex (i915) ?PaulBerry
CV4 CV2 3 low GL 2.x Use proper slot for writes to gl_ClipVertex (i965, pre-SNB) ?PaulBerry
CV5 (Done) CV2 3 low GL 2.x Use proper slot for writes to gl_ClipVertex (i965, SNB+) ?PaulBerry ?PaulBerry
CV6 (Done) 3 low GL 2.x gl_ClipVertex tests ?PaulBerry ?PaulBerry These could be co-developed w/CD8
HTRIG1 (Done) 2 med GL 3.0 Test GLSL 1.30 hyperbolic trig functions ?PaulBerry ?PaulBerry
HTRIG2 (Done) VS12 3 med GL 3.0 Fix GLSL 1.30 hyperbolic trig functions ?PaulBerry ?PaulBerry
TEST1 (Done) 5 med GL 3.0 Adapt built-in tests for new unsigned types (vector and scalar) ?PaulBerry ?PaulBerry
TEST2 (Done) 3 med GL 3.0 Adapt built-in tests to test operators ?PaulBerry ?PaulBerry
TEST3 (Done) TEST6 3 med GL 3.0 Test isinf and isnan ?PaulBerry ?PaulBerry Depends on TEST6 because otherwise interpolation turns infinities into ?NaNs
TEST4 (Done) 3 med GL 3.0 Test noperspective interpolation qualifier. ?ChadVersace ?PaulBerry
TEST5 3 med GL 3.0 Test centroid interpolation qualifier. ?ChadVersace ?PaulBerry
TEST6 (Done) 3 med GL 3.0 Test flat interpolation qualifier. ?ChadVersace ?PaulBerry
TEST7 (Done) 1 med GL 3.0 Shader inputs are read-only. We already mark global inputs as ro, but have no tests for it. ?ChadVersace ?PaulBerry
HIZ1 (Done) 5 high perf Write resolve meta-ops for hiz->depth and depth->hiz ?ChadVersace ?ChadVersace
HIZ2 (Done) 5 high perf Hook resolves into texture & draw functions (no mipmaps yet) ?ChadVersace ?ChadVersace
HIZ3 (Done) HIZ2 4 high perf Test and debug hiz->depth resolve hooks (single ctx, no mipmaps). ?ChadVersace ?ChadVersace
HIZ4 (Done) HIZ2 4 high perf Test and debug depth->hiz resolve hooks (single ctx, no mipmaps). ?ChadVersace ?ChadVersace
HIZ5 (Done) HIZ3 HIZ4 4 high perf Test and debug multi-context resolve hooks. ?ChadVersace ?ChadVersace
HIZ6 (Done) 5 med perf Fast clear ?ChadVersace ?ChadVersace
HIZ7 (Done) HIZ3 HIZ4 4 high perf Resolve mipmap depth textures. ?ChadVersace ?ChadVersace
GLSL1 (Done) 1 med GL 3.0 Generate errors for integer literals that are out of bounds ?ChadVersace EricAnholt
GLSL2 (Done) 3 med GL 3.0 Add gl_VertexID and related global variables ?ChadVersace IanRomanick Finished by Ian in 2010
GLSL3 (Done) 2 med GL 3.0 Add opcodes for isinf and isnan IanRomanick ?PaulBerry Proved to be unnecessary
GLSL4 (Done) GLSL3 5 med GL 3.0 Lower isinf and isnan opcodes to various modes of detection on different hardware IanRomanick ?PaulBerry Proved to be unnecessary
GLSL5 (Done) TEST3 3 med GL 3.0 Add isinf and isnan built-in functions. IanRomanick ?PaulBerry
GLSL6 (Done) 2 med GL 3.0 Implement proper integer division and modulus support. ?KennethGraunke ?KennethGraunke Patches on mailing list
LINK1 2 med GL 3.0 Generate errors when interpolation qualifiers on gl_Color don't match ?ChadVersace ?PaulBerry
LINK2 2 low GL 3.0 Generate errors when precision qualifiers don't match. ?ChadVersace ?PaulBerry
LINK3 3 med GL 3.0 Generate an error when there is an assignment to more than one of gl_FragColor, gl_FragData, and a user-defined fragment shader output. ?ChadVersace ?PaulBerry
TEX1 (Done) 5 med GL 3.0 EXT_texture_shared_exponent ?ChadVersace EricAnholt
TEX2 (Done) 1 med GL 3.0 EXT_packed_float (texturing) ?ChadVersace EricAnholt
TEX2.5 (Done) 4 med GL 3.0 EXT_packed_float (renderbuffer) Eric Anholt
TEX3 (Done) 5 low perf Real half-float texture support ?ChadVersace
TEX4 (Done) 4 med GL 3.0 Floating-point depth buffer support. ?KennethGraunke EricAnholt
TEX5 (Done) 3 med GL 3.0 Add 6 EXT_texture_integer entry points IanRomanick BrianPaul
TEX6 (Done) 2 med GL 3.0 Update existing entry points to accept EXT_texture_integer enums IanRomanick BrianPaul
TEX7 (Done) TEX6 5 med GL 3.0 Update pixel (texel) transfer paths to support integer textures IanRomanick BrianPaul
TEX8 (Done) 3 med GL 3.0 Add GLSL built-in integer sampler types and functions. IanRomanick ?KennethGraunke Compiler support in place since 2010
TEX9 TEX8 3 med GL 3.0 965 back-end support for integer samplers. IanRomanick EricAnholt
TEX9.1 3 med GL 3.0 integer: clamping and conversion in readback path. EricAnholt
TEX9.2 3 med GL 3.0 integer: ?BlitFramebuffer EricAnholt
TEX9.3 (Done) 3 med GL 3.0 integer: ?DrawPixels EricAnholt EricAnholt
TEX9.4 3 med GL 3.0 integer: ?CopyPixels EricAnholt
TEX10 (Done) 5 med GL 3.0 Test 3.0 spec section "Required Texture Formats" EricAnholt EricAnholt
TEX11 (Done) 5 med GL 3.0 Test 3.0 spec section "Required Framebuffer Formats" EricAnholt EricAnholt
VSTEX (Done) VS12 10 high GL 3.0 Implement Vertex Shader Texturing ?KennethGraunke ?KennethGraunke Upstream; still need piles more tests.
VS1 (Done) 5 high perf i965 vertex shader “first triangle” EricAnholt
VS2 (Done) 5 high perf Register allocator EricAnholt
VS3 (Done) 5 high perf Assignment handling EricAnholt
VS4 (Done) 5 high perf Copy propagation EricAnholt EricAnholt
VS5 5 high perf Dead code elimination EricAnholt
VS6 (Done) 5 high perf Uniform arrays EricAnholt EricAnholt
VS7 (Done) GLSL2 5 high perf Support built-in gl_VertexID in i965 vertex shader back-end EricAnholt EricAnholt
VS8 (Done) 5 high perf Compute to MRF EricAnholt EricAnholt
VS9 (Done) 5 high perf Constant propagation EricAnholt EricAnholt
VS10 5 med perf Instruction scheduling EricAnholt
VS11 (Done) 5 high perf Large URB entries EricAnholt
VS12 (Done) 5 high perf New VS backend on by default EricAnholt EricAnholt
PERF1 3 low perf IVB conditional rendering support EricAnholt
PERF2 10 med perf Kernel domain tracking lobotomy EricAnholt EricAnholt
PERF3 10 high perf Non-blocking ARB_map_buffer_range EricAnholt ?BenWidawski
PERF4 (Done) RBMAP4 3 high perf Uncached -> cached map blits EricAnholt EricAnholt
PERF5 3 med perf Kernel GFDT testing EricAnholt
PERF6 5 low perf Guardband clipping EricAnholt
PERF7 5 med perf GLSL expression CSE EricAnholt
PERF8 5 med perf GLSL texture operation CSE EricAnholt
PERF9.1 3 low perf Hack in the constant color write and analyze performance impact EricAnholt
PERF9.2 PERF9.1 5 low perf Detect glClear constant color writes and emit correct constant color write code EricAnholt
PERF10.1 5 med perf Fragment shader uniform array indexing. Plumb in reladdrs and fix up optimization to know about them. EricAnholt
PERF10.2 PERF10.1 5 med perf Get the send message working for loading uniforms EricAnholt
PERF11 5 med perf Meta-ops winsys -> texture bind hook EricAnholt
PERF12 PERF11 5 med perf glCopyTexImage from winsys EricAnholt
PERF13 PERF11 5 med perf glBlitFramebuffer from winsys EricAnholt
PERF14 (Done) 3 med perf FS assignment handling rework. Port over the lesson from VS assignment handling, revert the old mess. EricAnholt ?KennethGraunke
FFS1 (Done) 5 high perf Finish fixed-function fragment shader support EricAnholt High priority because the work is mostly done.
FFS2 5 high perf Get glxgears running in fixed-function vertex shader conversion EricAnholt High priority because the work is mostly done.
FFS3 FFS2 5 high perf Make sure fixed-function vertex shader conversion doesn't regress softpipe EricAnholt
FFS4 FFS2 VS12 5 high perf Make sure fixed-function vertex shader conversion doesn't regress i965 VS EricAnholt
RBMAP1 (Done) 10 med perf Renderbuffer mapping hook. This includes nouveau and radeon, unfortunately. It also includes getting public support for dropping DRI1 drivers from the tree. EricAnholt EricAnholt
RBMAP2 RBMAP1 5 low perf swrast render-buffer color mapping EricAnholt
RBMAP3 RBMAP1 5 low perf swrast render-buffer depth mapping EricAnholt
RBMAP4 (Done) RBMAP1 5 med perf swrast glReadPixels mapping EricAnholt EricAnholt
RBMAP5 RBMAP1 5 low perf swrast glDrawPixels mapping EricAnholt
RBMAP6 RBMAP1 5 low perf swrast stencil mapping EricAnholt
RBMAP7 3 med perf Accumulation buffer tests EricAnholt
RBMAP8 (Done) RBMAP1 5 low perf swrast accumulation buffer mapping EricAnholt BrianPaul
RBMAP9 (Done) RBMAP1 5 low perf swrast clear mapping EricAnholt BrianPaul
CUBE1 (Done) 3 med GL 3.0 Allow glTexImage2D and glCopyTexImage2D with a depth component cube map IanRomanick ?AnujPhogat
CUBE2 CUBE1 5 med GL 3.0 Enable back-end generation of cube shadow samplers IanRomanick ?AnujPhogat
CUBE3 (Done) CUBE2 10 med GL 3.0 Figure out what AMD & NVIDIA do for fixed-function cube shadows and imitate that. IanRomanick ?AnujPhogat NVIDIA and AMD each do something different, so undefined is undefined. There's nothing to do here.
ARRAY (Done) 5 ? GL 3.0 Finish support for ARB_texture_array EricAnholt EricAnholt
CB1 (Done) 3 low GL 3.0 Verify error code generation for glClearBuffer* IanRomanick IanRomanick
CB2 (Done) 3 med GL 3.0 Verify depth clears with glClearBuffer* IanRomanick IanRomanick
CB3 (Done) 3 med GL 3.0 Verify stencil clears with glClearBuffer* IanRomanick IanRomanick
CB4 3 med GL 3.0 Verify mixed format color buffer clears with glClearBuffer* IanRomanick
CB5 3 med GL 3.0 Verify that glClearBuffer* can be compiled into display lists IanRomanick
CC1 5 med GL 3.0 Implement GLX protocol for SetClientInfo (client & server) IanRomanick IanRomanick The client bits are mostly done on the GLX_ARB_create_context branch of my Mesa tree. XCB patches heading to the list soon.
CC2 CC1 5 med GL 3.0 Implement GLX protocol for CreateContextAttribs IanRomanick IanRomanick
CC3 CC2 3 med GL 3.0 Implement DRI2 createContext2 interface that sends the attributes to the driver. IanRomanick IanRomanick
CC4 CC3 3 med GL 3.0 Add support for the DRI2 createContext2 interface to the Intel drivers. IanRomanick IanRomanick
UNI1 (Done) 10 ? GL 3.0 Create data structure similar to glsl_type for storing uniform data. It should contain the original typed data and the float “shadow” for drivers that need that. ?KennethGraunke IanRomanick Patches in the idr-work branch of my personal git repo.
UNI2 (Done) UNI1 5 ? GL 3.0 Create map from uniform names to storage (new structure). ?KennethGraunke IanRomanick
UNI3 (Done) UNI2 10 ? GL 3.0 Store uniform data in new structure. ?KennethGraunke IanRomanick
UNI4 (Done) UNI3 10 ? GL 3.0 Make ir_to_mesa use the new uniform storage and mapping ?KennethGraunke IanRomanick
UNI5 UNI7 10 ? GL 3.0 Make brw_fs use the new uniform storage and mapping ?KennethGraunke With the other work, this will just be an optimization. It can wait a bit.
UNI6 UNI4 ? ? GL 3.0 Split out any remaining uniform handling & resource allocation from ir_to_mesa ?KennethGraunke IanRomanick
UNI7 UNI6 ? ? GL 3.0 make ir_to_mesa stop generating code for fragment shaders when there is another (hardware) back-end active. ?KennethGraunke IanRomanick
TXF1 (Done) 3 med GL 3.0 Add support for the ir_txf opcode using the “ld” sampler message in brw_fs ?KennethGraunke ?KennethGraunke
TXF2 (Done) 4 med GL 3.0 Write tests for texelFetch ?KennethGraunke DaveAirlie
TXS1 (Done) 3 high GL 3.0 Merge kwg/txs branch with airlied's patch, and push both. ?KennethGraunke High priority because the work is mostly done.
TXS2 (Done) 3 high GL 3.0 Write tests for textureSize ?KennethGraunke Could add more tests
TXS3 (Done) 3 med GL 3.0 Implement TXS on GEN4 via SIMD16 resinfo message ?KennethGraunke