[Mesa-dev] Google Summer of Code ideas needed
Tom Stellard
tom at stellard.net
Mon Mar 18 20:48:36 PDT 2013
On Mon, Mar 18, 2013 at 01:45:26PM -0700, Ian Romanick wrote:
> On 03/13/2013 10:11 AM, Tom Stellard wrote:
> > Hi,
> >
> > It's time again for Google Summer of Code, so we need to start updating
> > the X.Org ideas page (http://www.x.org/wiki/SummerOfCodeIdeas) with new
> > ideas. Since there have been a few issues with the wikis lately, if you
> > have any ideas please respond to this thread, and I will make sure they
> > get onto the official ideas page (but still feel free to update the wiki
> > page yourself if you can). A good project description should contain:
>
> I've been trying to update the wiki... I don't seem to have an account
> (seems unpossible), and the account creation page is broken.
>
> https://bugs.freedesktop.org/show_bug.cgi?id=62383
>
This is due to the recent spam problems on the wiki, keithp can
re-enable your account.
> In the mean time, I have a couple ideas that someone could add.
>
> #1. Find common patterns in real GLSL shaders.
>
> Difficulty: Medium
> Skills Required: C, C++
> Helpful, but optional skills: GLSL, compilers
> Possible Mentor: IanRomanick (idr on IRC)
> Where to ask questions: mesa-dev at lists.freedesktop.org, #dri-devel on
> irc.freedesktop.org
> Descrition:
>
> Using Mesa's stand-along GLSL compiler as a basis, generate a database
> of IR from a large number of existing shaders (e.g., from shaderdb).
> Write a piece of software that will mine this database for "large"
> patterns that commonly occur in shaders. This information will be used
> by people working on the GLSL compiler to improve code generation for
> these sequences.
>
> #2. Improved application of GLSL complier optimizations
>
> Difficulty: Easy
> Skills Required: C, C++
> Helpful, but optional skills: GLSL, compilers
> Possible Mentor: IanRomanick (idr on IRC)
> Where to ask questions: mesa-dev at lists.freedesktop.org, #dri-devel on
> irc.freedesktop.org
> Descrition:
>
> Mesa's GLSL compiler contains a large number of optimization passes.
> Each pass may change the code of a shader, and this may result in
> opportunities for other passes to make more changes. As a result, we
> run all of our optimization passes in a loop until the shader code
> stabilizes. This is expensive, and, though we have never observed this
> in the wild, it is possible that a shader may never stabilize.
>
> Find a static ordering, with possible repeats, of optimization passes
> that does not compromise the quality of the generated code. Measure the
> before and after speed of compiling a large set of real-world shaders.
>
Thanks, I've added your ideas to the wiki page.
-Tom
> > - A brief description of the project
> > - A difficulty rating (e.g. easy, medium, hard)
> > - The skills / programming languages required
> >
> > Also, I am going to purge all the old ideas from the ideas page in the
> > next week, so if there are any of the old ideas that you think are
> > still relevant, let me know and I will keep it.
> >
> > The ideas page is used as one of the criteria by Google for selecting
> > mentoring organizations and part of the reason X.Org was not selected
> > last year was that the ideas page was not up to par, so if we want to
> > participate in Google Summer of Code this year, it is important we
> > have a good ideas page with lots of ideas.
> >
> > Thanks,
> > Tom Stellard
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/mesa-dev
> >
>
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