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Collabora code http
Collabora code http





collabora code http collabora code http
  1. #Collabora code http how to
  2. #Collabora code http driver
  3. #Collabora code http full

We can't affect their priorities, so it's hard to know when or even if an issue gets resolved. And worse, as these are developed by third party companies, we have little insight there. First of all, it's not always possible for us to tell vendor-driver issues and hardware issues apart. Such fixes can take a while to trickle all the way into a Windows build and to end-users, but they will eventually show up.īut for the D3D12 vendor-driver and below, things gets complicated. We work together with Microsoft to get these issues fixed as appropriate. Problems in the D3D12 run-time must also be fixed before submitting results.

collabora code http

This means our sources of issues are:įor the OpenGL driver, the story is the same as for a non-layered implementation, but from there on things start changing. We don't really see the hardware, but instead we see D3D12 and the D3D12 driver. Issues with the hardware generally requires software workarounds, but this is not always feasible, so Khronos have a system where a vendor can file a waiver for a hardware issue, and if approved they can mark test-failures as waived, and the appropriate failures will be ignored.īut for our layered implementations, our world looks a bit different.

#Collabora code http driver

Issues with the OpenGL driver itself that leads to tests failing is always required to be fixed before results are submitted. A normal OpenGL, non-layered, implementation have two primary sources of issues: Challenges for layered implementationsĪ problem we face with layered implementations is that we are subject to a few more sources of issues, some of which are entirely out of our control. Instead, I want to talk a bit about passing the OpenGL CTS.

#Collabora code http how to

There's some details about how to formally becoming conformant on layered implementations that are complicated, and I'll leave the question about formal conformance up to Microsoft and Khronos. I'm happy to report that Microsoft has released their compatibility pack that uses our work to provide OpenGL (and OpenCL) support, Photoshop can now run on Windows on ARM CPUs! This is pretty exciting to see high-profile applications like that benefit from our work! OpenGL 3.3 Conformance Test Suiteįirst of all, I would like to point out that having passed the OpenGL CTS isn't necessarily the same as being formally conformant.

#Collabora code http full

It might not be a big surprise, but one of the motivation for this work was to be able to run applications like Photoshop on Windows devices without full OpenGL support. We’re excited to share that the we have recently passed the OpenGL 3.3 conformance tests, and have upstreamed the code in Mesa 3D! Photoshop support Last July, Louis-Francis Ratté-Boulianne wrote a status update, but a lot has happened since then, so it's time for another update. Over the last year and then so, Collabora has been working with Microsoft on their D3D12 mapping layer, which I announced in my previous blog post.







Collabora code http