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By Alejandro Piñeiro.
Since OpenGL 2.0, released more than 10 years ago, OpenGL has been using OpenGL Shading Language (GLSL) as a shading language. When Khronos published the first release of Vulkan, almost 2 years ago, shaders used a binary format, called SPIR-V, originally developed for use with OpenCL.
That means that the two major public 3D graphics API were using different shading languages, making porting from one to the other more complicated. Since then there were efforts to allow making this easier.
On July 2016, the extension ARB_gl_spirv was approved by Khronos, that allows a SPIR-V module to be specified as containing a programmable shader stage, rather than using GLSL, whatever the source language was used to create the SPIR-V module. This extension is now part of OpenGL 4.6 core, making it mandatory for any driver that wants to support this version.
The implementation of this extension for the Mesa driver, focused on the i965 intel driver, was started at the end of 2017. A first talk about the status of such implementation was done this year on FOSDEM. This talk on XDC would present all the updates, and in general it will explain the extension, what advantages provides, how is being implemented for the Mesa driver, and how much is pending to get it enabled.
X.Org Developer's Conference (XDC) 2018
26th, 27th and 28th of September
A Coruña, Spain