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Opengl 4.3 on intel hd graphics 2000
Opengl 4.3 on intel hd graphics 2000













opengl 4.3 on intel hd graphics 2000

The V3D OpenGL driver supports Broadcom's VC5 and later GPUs, which is found in the Raspberry Pi 4. It's not officially supported by AMD, but it's based on public information provided by AMD. The AMD RADV Vulkan driver supports AMD's GCN and RDNA GPUs. It's officially supported by AMD, and is one of two Linux drivers for the hardware. The RadeonSI OpenGL and OpenCL driver supports AMD's Southern Island GPUs and later.

opengl 4.3 on intel hd graphics 2000

I have also personally confirmed that on that generation Zink (opengl implementation on top of Vulkan) allows full support for compatibility profile all the way up to opengl 4.6 but you would probably have to compile latest version from git yourself and it may have some graphical issues in main menu.The R600 driver supports AMD's Radeon HD 2000 GPU series. There are newer Intel drivers on Linux that do support it but you have a Haswell (4th gen) CPU and the new drivers only support 5th gen and newer. Linux i965/i915 drivers for Intel GPUs don't support compatibility profiles at all, so you can't use opengl 2.x or older together with newer opengl features.

opengl 4.3 on intel hd graphics 2000

OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10Īs you can see my OpenGL core profile version string is 4.5, however f2p still says it requires OpenGL 4.5. OpenGL ES profile version string: OpenGL ES 3.1 Mesa 21.3.2 OpenGL shading language version string: 1.30 OpenGL core profile profile mask: core profile

opengl 4.3 on intel hd graphics 2000

OpenGL core profile context flags: (none) OpenGL core profile shading language version string: 4.50 OpenGL core profile version string: 4.5 (Core Profile) Mesa 21.3.2 OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) OpenGL vendor string: Intel Open Source Technology Center I have no plans to support anything older than 3.3.

  • base instance can't be set for instanced rendering, which means yet another buffer upload or uniform change per tile.
  • shader storage buffers aren't available, so i'd need to either use uniform buffers (which are extremely slow with large sizes, and also can't be as big) or texture buffers (harder to use and imprecise).
  • using multidraw to accelerate rendering would be impossible.
  • would disable the (not yet implemented) shader compatibility mode.
  • would permanently disable the reversed-z depth buffer, resulting in visible z-fighting on distant terrain.
  • I plan on adding multiple backwards-compatibility modes for older gl versions, which will come at the cost of performance and/or features (note that i haven't actually worked on this yet, so there might be more things i've forgotten about that would also have to change): My i5-2520M can run up to gl 3.3 with Mesa drivers :P















    Opengl 4.3 on intel hd graphics 2000