[Mesa-dev] [PATCH 00/30] mesa: Start implementing compute shaders.

Matt Turner mattst88 at gmail.com
Wed Jan 22 21:57:17 PST 2014


On Thu, Jan 9, 2014 at 6:19 PM, Paul Berry <stereotype441 at gmail.com> wrote:
> This is the first of several planned patch series to implement the
> extension ARB_compute_shader in Mesa.  This series allows the Mesa
> front-end to parse and compile a "do-nothing" compute shader--that is,
> one which contains nothing but a compute shader input layout
> declaration and an empty main() function.
>
> Since compute shader support is not yet complete, I haven't enabled
> it.  To try it out, set the environment variable
> INTEL_COMPUTE_SHADER=1.
>
> With that environment variable set, the series passes all of the
> ARB_compute_shader tests I recently sent to the Piglit mailing list,
> except for the "minmax" test.
>
> Patches 01-12 do preparatory refactoring in order to make adding
> compute shaders (and other future shader stages) easier.

Looks like Brian reviewed these, so I picked up here.

> Patch 13 adds the extension enable flags for compute shaders, both in
> the context and in the GLSL compiler.
>
> Patch 14 adds the ARB_compute_shader functions and enums to Mesa's
> dispatch code generation logic.  The functions don't do anything yet.
>
> Patch 15 changes the linker so that once the compute shader stage has
> been added, it won't mistakenly consider it to be part of the rest of
> the graphics pipeline.
>
> Patches 16-20 add MESA_SHADER_COMPUTE to the gl_shader_stage enum, and
> update the rest of the code base to accommodate its presence in the
> enum.
>
> Patches 21-23 implement some compute shader constants.

13-23 are

Reviewed-by: Matt Turner <mattst88 at gmail.com>

I'll pick up here probably tomorrow.


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