[Mesa-dev] r600g plans

Corbin Simpson mostawesomedude at gmail.com
Fri Jul 23 16:11:40 PDT 2010


On Fri, Jul 23, 2010 at 3:49 PM, Jerome Glisse <glisse at freedesktop.org> wrote:
> Just heads up on r600g plan, i removed the compiler stuff it was getting
> messy
> and kind of stopped anyone else from working on other part of r600g. So now
> there
> is a very simple & dumb tgsi -> r600 assembler that does work and can run
> glxgears
> and couple others non textured demos. I want to freeze r600_asm* stuff as i
> plan
> to reuse at latter point with a proper optimizer (thought there is a couple
> of
> thing missing in it like splitting alu node when reaching the 256dwords
> limit).
> So now if you want to add opcode the only file you need to touch is
> r600_shader.c.
> Also i would like to avoid any kind of work on optimizing what it spit.
>
> I am going to add texture support over the next few days (target being
> tri-tex,
> multiarb, tunnel, tunnel2 at that point i think quake engine should run).
>
> Todo list (kind of sorted):
> - texture support
> - use const buffer rather than cfile
> - avoid recompiling the shader at each draw command (would improve speed a
>  lot)
> - stencil support
> - support more states (blending, alpha, rasterization, ...)
> - geometry shader
> - tiling support
> - color mask support
> - hyperz
> - a proper compiler
>
> Feel free to pick something and have fun.

You're awesome as usual. Can we talk about maybe some common
optimizations to r300g and r600g (and maybe others) that can be done
in TGSI? Code sharing is fun, and I *really* don't want to see
features fall by the wayside just because the shader compiler needs
work.

~ C.

-- 
When the facts change, I change my mind. What do you do, sir? ~ Keynes

Corbin Simpson
<MostAwesomeDude at gmail.com>


More information about the mesa-dev mailing list