Well it is my mistake I didn't read carefully. Nouveau is a french word and it isn't linked to a driver in my brain
Anyway, let's me explain a bit the GL world. Nvidia cg is not directly linked to the nvidia drivers. The GLSL implementation of the nvidia driver is based on Cg but Cg works on my system which is AMD based.
CG and GLSL are API (programmer interface) that setup the "soft" parts of the GPU which are often called shaders. I called them soft because they're actually (basic and small) CPU that just run some software code like any CPU (=> idea of GPGPU). CG is based on top of opengl to ease the management of several resources namely the texture pointers (big fat array of data), the samplers (how the texture is formated), some constants parameters and finally the instruction of the program that will be compiled by Cg. Cg is only an extension of openGL, under the hood opengl will transfer the resources to the driver then to your GPU. It didn't cost you anything in performance but there is 1 limitation opengl only support a limited set of instruction so Cg can bypass opengl to directly communicate with the openGL driver (probably only supported by nvidia GPU).
Cg is not opensource friendly so I decide to port it on GLSL based on Zeydlitz GLSL initial port and my previous GSdx port experience. I raised the requirement to opengl 3.3 (and 2 ogl4 extensions) because code is much more easier. I think I will rewrite a bit differently on the future to allow to use some opengl4 features (mostly one that are supported by dx10 class GPU) but I'm reallly limited by the poor state of drivers on linux. I hope opensource drivers could reach ogl 3.3 for the next mesa release.
By the way, can I ask you a favor? Would it be possible to install apitrace (32bits) on your system and to replay a trace for me? I think intel driver have a bug, got only a black screen!
Anyway, let's me explain a bit the GL world. Nvidia cg is not directly linked to the nvidia drivers. The GLSL implementation of the nvidia driver is based on Cg but Cg works on my system which is AMD based.
CG and GLSL are API (programmer interface) that setup the "soft" parts of the GPU which are often called shaders. I called them soft because they're actually (basic and small) CPU that just run some software code like any CPU (=> idea of GPGPU). CG is based on top of opengl to ease the management of several resources namely the texture pointers (big fat array of data), the samplers (how the texture is formated), some constants parameters and finally the instruction of the program that will be compiled by Cg. Cg is only an extension of openGL, under the hood opengl will transfer the resources to the driver then to your GPU. It didn't cost you anything in performance but there is 1 limitation opengl only support a limited set of instruction so Cg can bypass opengl to directly communicate with the openGL driver (probably only supported by nvidia GPU).
Cg is not opensource friendly so I decide to port it on GLSL based on Zeydlitz GLSL initial port and my previous GSdx port experience. I raised the requirement to opengl 3.3 (and 2 ogl4 extensions) because code is much more easier. I think I will rewrite a bit differently on the future to allow to use some opengl4 features (mostly one that are supported by dx10 class GPU) but I'm reallly limited by the poor state of drivers on linux. I hope opensource drivers could reach ogl 3.3 for the next mesa release.
By the way, can I ask you a favor? Would it be possible to install apitrace (32bits) on your system and to replay a trace for me? I think intel driver have a bug, got only a black screen!