[Bug 89580] Implement a NIR -> vec4 pass
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Jun 18 00:11:43 PDT 2015
https://bugs.freedesktop.org/show_bug.cgi?id=89580
--- Comment #22 from Iago Toral <itoral at igalia.com> ---
(In reply to Eduardo Lima Mitev from comment #21)
> (In reply to Jason Ekstrand from comment #20)
> > (In reply to Eduardo Lima Mitev from comment #19)
> > > We still have some work left improving certain implementations and getting
> > > rid of some FIXMEs, but we will start cleaning and squashing patches already.
> > >
> > > https://github.com/Igalia/mesa/commits/nir-vec4
> >
> > Good work! I look forward to seeing the patches. I haven't had much chance
> > to look over things for a while. At this point, I'll probably just wait for
> > patches unless you want feedback on something specific prior to sending them.
> >
>
> Yes, it sounds good. We are preparing the patch set and hope to send it this
> week already.
The current implementation only targets GLSL vertex shaders. It does not cover
geometry shaders or ARB_vertex_program, our plan was to tackle these in a
second iteration while we get feedback on the glsl vertex shader
implementation.
> The only controversial part at this point is the uniform support. The way
> vec4_visitor and fs_nir handle uniform the file differ significantly. Right
> now we have the vec4_visitor implementation but to make it work well with
> nir, we have had to patch nir directly in some rather hackish ways. So Igo
> and Samuel are evaluating a full rewrite of the uniform support to have it
> similar to fs_nir layout instead. I will let them comment on it directly,
> if/when they see fit
I'll explain this issue in a separate comment.
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