On 10/07/2015 12:34 PM, Brian Paul wrote:
On 10/05/2015 07:26 PM, Marek Olšák wrote:
Hi,

This is a start of reworking how st/mesa translates and creates
shaders. The result of this patch series is this:

In LinkShader or ProgramStringNotify, the shader is translated to TGSI
as-is. There are no shader code modifications for shader variants. The
glsl-to-tgsi visitor is released.

We can't release the GLSL IR at this point yet, because core Mesa
needs it for program resource queries at least.

That's the only place st/mesa interacts with Mesa IR and GLSL IR.
After that, it only works with the TGSI representation.

When we get to a draw call, tgsi_transform_shader is used to modify
shaders to produce shader variants. It does:
- feature emulation (color clamping, per-sample shading, edgeflags)
- adding glDrawPixels shader code
- adding glBitmap shader code

All the shader transformations are rewritten completely. There is no
patching with Mesa IR or glsl-to-tgsi anymore.

It shouldn't be so difficult to add support for some new IR or phase
out Mesa IR and GLSL IR support at some point.

The main motivations for this series are:
- translate to TGSI as soon as possible
- possibility to create gallium shaders after that if drivers don't
need many variants
- if variants are needed, the path to get them is much simpler

There will be part 2 when it's ready.

Please review. Thanks.

I did a quick review and it looks good.  Some nice clean-ups for sure.

Unfortunately, it looks like the conform drawpix.c test is now failing
with this series.  It uses glPixelMap so maybe that's it.  I'll see if I
can learn more.

Actually, it seems to be glDrawPixels(GL_STENCIL_INDEX) that's failing.

Piglit's ext_packed_depth_stencil-readdrawpixels is failing also. Can you check that out?

-Brian

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