[Mesa-dev] how mesa glsl compiler generate ir_texture
Liu Xin
liuxin at icubecorp.com
Thu Aug 22 02:59:03 PDT 2013
Dear list,
i wonder if all vendors in mesa3d use intel's glsl compiler now? by
browsing glsl source code, i still don't understand how it generates
ir_texture. in my idea, it treats it as normal function call.
for example, this is tiny fragment shader:
uniform sampler2D sampler2d;
varying mediump vec2 myTexCoord;
void main (void)
{
gl_FragColor = texture2D(sampler2d,myTexCoord);
}
glsl_compiler will emit LIR/HIR like this. please note (call texture2D
...). it's a normal ir_call instead of ir_texture. i confirm that
ast2hir doesn't new ir_texture in any case.
(function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture2D_retval at 0x94fc11c)
(assign (constant bool (1)) (xyzw) (var_ref
texture2D_retval at 0x94fc11c) (call texture2D ((var_ref
sampler2d at 0x955b114) (var_ref myTexCoord at 0x955b03c) ))
)
(assign (constant bool (1)) (xyzw) (var_ref
gl_FragColor at 0x92c2eb4) (var_ref texture2D_retval at 0x94fc11c) )
))
)
do mesa glsl compiler can make use of ir_texture? i think it must be yes
because all GPUs have texture unit and should handle tex commands. how
does mesa do it?
thanks,
--lx
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/mesa-dev/attachments/20130822/84c84548/attachment.html>
More information about the mesa-dev
mailing list