[Mesa-dev] [RFC 00/11] GL_ARB_gpu_shader_fp64

tournier.elie tournier.elie at gmail.com
Thu Mar 9 16:31:42 UTC 2017


I understand the concern about reviewing auto-generated files.
An other solution is to generate the builtin_float64.h during the
compilation time. So we just have to land the float64.glsl file.

Would anyone see merit in bootstrapping?

Elie

On 6 March 2017 at 18:13, Emil Velikov <emil.l.velikov at gmail.com> wrote:
> On 6 March 2017 at 17:15, Jason Ekstrand <jason at jlekstrand.net> wrote:
>
>>>
>>> How about we allows drivers to opt-in for this ? There's already a
>>> bunch in gl_shader_compiler_options that we toggle.
>>> This will allow Elie's work to land and be [at least partially] useful
>>> in the interim.
>>
>>
>> That's entirely beside the issue.  I'm trying to avoid checking piles of
>> very hard-to-read autogenerated C++ code into the tree until we're sure that
>> it's actually a good solution.
>
> Your earlier reply read very close to "drop all this and do it in NIR.
> this is how you'll do it", seems like some of us got confused.
> AFAICT Ian saw some merits for having this in GLSL - perhaps you can
> poke him to take a look as well, as he's got some time of course.
>
> Thanks
> Emil
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