On Thu, Jun 16, 2011 at 10:08 AM, Brian Paul <bri...@vmware.com> wrote: > On 06/15/2011 03:38 PM, Bryan Cain wrote: >> >> My work on the GLSL IR to TGSI translator I announced on the list this >> April is now at the point where I think it is ready to be merged into >> Mesa. It is stable and doesn't regress any piglit tests on softpipe or >> nv50. >> >> It adds native integer support as required by GLSL 1.30, although it is >> currently disabled for all drivers since GLSL 1.30 support is not >> complete yet and most Gallium drivers haven't implemented the TGSI >> integer opcodes. (This would be a good time for Gallium driver >> developers to add support for TGSI's integer opcodes, which are >> currently only implemented in softpipe.) >> >> Developing this necessitated significant changes elsewhere in Mesa, and >> some small changes in Gallium. This means that some of the commits in >> my branch probably need to be reviewed by the developers of those >> components. >> >> If I had commit access to Mesa, I would create a branch for this work in >> the main Mesa repository. But since I am still waiting on my >> freedesktop.org account to be created, I have pushed the latest version >> to the "glsl-to-tgsi" branch of my personal Mesa repository on GitHub: >> >> Git clone URL: git://github.com/Plombo/mesa.git >> Web interface for viewing commits: >> https://github.com/Plombo/mesa/commits/glsl-to-tgsi >> >> Hopefully my freedesktop.org account will be created soon (I have >> already had my account request approved), so that I can push this to a >> branch in the central repository. > > Looks like nice work, Bryan. > > Just a few minor questions/comments for now: > > 1. The st_fragment/vertex/geometry_program structs now have a glsl_to_tgsi > field. I did a grep, but I couldn't find where that field is assigned. Can > you clue me in? > > 2. The above mentioned program structs contains an old Mesa instruction > program AND/OR(?) a GLSL IR. Do both types of representations co-exist > sometimes? Perhaps you could update the comments on those structs to > explain that. > > 3. Kind of a follow-on: for glDrawPixels and glBitmap we take the original > program code (in Mesa form) and prepend extra instructions for fetching the > fragment color or doing the fragment kill. Do we always have the Mesa > instructions for this? It seems we don't normally want to generate Mesa > instructions all the time but we still need them sometimes.
I must be missing something but why do we need to take the original program for those ? Cheers, Jerome _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev