[Mesa-dev] Availability of LunarGLASS exploration: using LLVM in Mesa's compiler stack
John Kessenich
johnk at lunarg.com
Fri Feb 4 16:01:07 PST 2011
I started a wiki page on what to do next in the LunarGLASS project at
http://code.google.com/p/lunarglass/wiki/NextSteps
Discussion could be posted there at that page, or in
lunarglass-devel at googlegroups.com.
We'll be doing actual on-going planning and development through the
code.google site, and barring some possible permissions/access problems,
others are welcome to join in.
Thanks,
<http://code.google.com/p/lunarglass/wiki/NextSteps>JohnK
On Wed, Feb 2, 2011 at 7:09 PM, John Kessenich <johnk at lunarg.com> wrote:
> Hi,
>
> Last November's discussion of LunarG's plan to build a common shader
> compiler stack with LLVM led to
>
> 1. Needing to see a definition of the IRs
> 2. Needing to experiment with translating these IRs to/from graphical
> languages
>
> We are exploring both these and are making these available through the
> following links:
>
> Specification of IRs <http://www.lunarglass.org/> See under
> Documentation.
>
> Source Code <http://code.google.com/p/lunarglass/> Instructions are
> in the wiki there on the "Building" page.
>
> Along with a new LunarGLASS discussion group at
>
> Discussion Group <http://groups.google.com/group/lunarglass-devel>
>
> You are welcome to join in the discussion!
>
> Results so far are quite encouraging for the few simple shaders we targeted
> (still absent flow control). In short, we were able to generate identical
> results to glsl2 when targeting Mesa IR, using LLVM optimizations instead of
> glsl2 optimizations. That is, going through the path GLSL ->
> glsl2-front-end -> Top-IR -> LLVM optimizations -> Mesa-IR.
>
> It is a work in progress, not production-quality code, and early regarding
> design decisions, etc., so all feedback and ideas are welcome; about design,
> Top IR, Bottom IR, which other IRs or back-ends to target for mesa, etc.
> This can be provided through the "Discussion Group" link above, or here, or
> directly to me.
>
> Note this project won't compile many shaders beyond the few we made up, as
> it is a thin vertical slice made to explore proof of concept, not a broadly
> working solution. There are a couple of working tests in the
> LunarGLASS/test directory. We are currently investigating flow control.
>
> The source code is being made available under a GPLv2 license. The
> specification is currently under a Creative Commons Attribution-NoDerivs
> license. There is more detail on this and on contributing to the project on
> the FAQ at http://www.lunarglass.org/.
>
> Cheers!
> JohnK
>
>
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