[Mesa-dev] r600g plans
Alex Deucher
alexdeucher at gmail.com
Fri Jul 23 16:22:41 PDT 2010
On Fri, Jul 23, 2010 at 6:49 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.
>
Would it make sense to reuse the r600c compiler? It's not perfect,
but it's much further along.
Alex
> 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.
>
> Cheers,
> Jerome
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