Michał Król wrote:
Hello,
I have enabled GLSL in Mesa, although it is not complete.Some programming 
"candies" are not supported, butthis will change soon as I have now a plenty of 
free time.
I have commited a demo, arbfslight, which is a GLSL versionof Brian's 
arbfplight.c. It contains some hacks, but shouldlook identically.
Jeffrey Timanus offered implementing the preprocessor part.If you are ready, I 
am also ready to include it.
I will need some help with incorporating the GLSL intostate machine from 
somebody who has the overallsight on the Mesa project. Specifically, I meanall 
the code that gets executed when the GL statechanges (like in texstate.c), the 
interactions betweenGLSL and the rest of the code, the additional actionsthat 
need to be taken when a valid program objectis bound or unbound, etc.

CONCERNING 3DLABS' GLSL COMPILER
We have agreed that 3DLabs' compiler is going to be incorporatedinto Mesa. 
Because of problems with getting it compile under MesaI have decided to write 
custom plain-C compiler. So is to theNVIDIA's preprocessor.Having this in mind 
I separated GL_ARB_shader_objects fromthe remaining 3 extensions. Also I 
separated the front-compiler(the slang_compile*.[ch] files) from code 
generations (theslang_assemble*.[ch] files). It is possible to plug the 
3DLabs'front-end compiler into Mesa, while having the plain-C version.It is 
possible, but one is not limited to, to use the existingassembly generator to 
generate the code from 3DLabs' front-endoutput tree.However, currently I dont 
have so much time to incorporate the3DLabs' compiler into Mesa. Dont get me 
wrong, I just cannotguarantee I will be able to do it in a short time. I do not 
wantto block other people form doing that. If there is a volunteer,I offer my 
help in solving the questions.
--Pozdrawiam,Michał 
Król˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙Ó�+ůŢľé��Xʞ�'˛�Ţuź˙J�n�B'sđčĘ� 
­ęm�ş.�h�řĽzÇčŽ�čnWŚłô­˘�ĂŁ [EMAIL 
PROTECTED],şˇâ�a{�ü3�4ł�#ËPŇ˙�Űi˙˙ěz_ÚłűŹýöĽ�¨˙�ë�ąé˙rg�y˙�'×MřßoŰ�ßN<ë÷Z׎6˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙Ězơw÷^žf˘�)ŕ�+-1ëÝßÝz˙ĺ�ËlţĘ.­Ç�˘¸ţw­�Űił˙˙�+-łű(şˇ~�ŕ{ůޡůb˛Ű?�+-�wčţgŹkw˙


Michal,

Two questions:

Firstly, I'm just looking at the shaders/slang directory now. How much of the C++ code in there is required for your compiler/assembler? It seems like from what is said above that your code is independent of the 3dlabs code, but they're currently located together in the mesa tree. Is there currently any dependency at all, and if so what?

Secondly, and please don't take offence - I don't really know much about how email formatting works, but for some reason your emails are very hard to read - very small font and very long, non-wrapped lines, and finally a string of garbage at the end of your signature. Probably some of this is my mail reader not coping with the character set you write in, but would it be possible to wrap your emails at some reasonable length and (for mail to the list) if it's easy to do, consider using a character set that is commonly installed on other peoples machines?

Keith


-------------------------------------------------------
This SF.net email is sponsored by: Splunk Inc. Do you grep through log files
for problems?  Stop!  Download the new AJAX search engine that makes
searching your log files as easy as surfing the  web.  DOWNLOAD SPLUNK!
http://sel.as-us.falkag.net/sel?cmd=lnk&kid=103432&bid=230486&dat=121642
_______________________________________________
Mesa3d-dev mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to