[virglrenderer-devel] [PATCH 0/4] Refactor vrend_shader, part I

Dave Airlie airlied at gmail.com
Tue May 8 22:34:59 UTC 2018


On 9 May 2018 at 05:06, Gurchetan Singh <gurchetansingh at chromium.org> wrote:
> This series is intended to have no functional impact. This mainly
> moves code around and adds a conversion table in attempt to:
>
> - Add some abstraction to our TGSI to GLSL logic.
> - Split up large functions.
>
> This was tested with the dEQP GLES3 suite, where no regressions were
> observed. This increases the overall code line count, but may make
> subsequent changes / refactors a little easier.
>

I think these are mostly fine, however they are going to complicate landing
any of the work we have in branches quite heavily, we have fp64, most of
arb_gpu_shader5 and a chunk of gles3.1 sitting around, this will make
landing all of that a bit more work.

I'm also not sure about the 3 srcs, I think there are 4 srcs TGSI instructions
in my gpu_shader5 (bitfieldInsert)

So I'm not if we should put more effort into landing the branches then
doing the cleanup.

Dave.


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