I'm getting close to merging the glsl-compiler-1 branch into the Mesa trunk. I did a trunk-to-branch merge today. I need to at least make sure the DRI drivers build (they don't right now).
The docs/shading.html file is up to date and gives the status of the compiler, tips for writing shaders, etc. A few other highlights: 1. Both vertex and fragment programs are now interpreted/executed in software with the same code. Previously, there were separate interpreters in nvvertexec.c and s_fragprog.c. The new interpreter is in prog_execute.c. There other vertex program interpreter in t_vb_arbprogram.c file still exists though. It needs to be updated to handle the new branching/looping instructions. Though, that code might go away entirely too one of these days. 2. A stand-alone GLSL compiler. At XDC, Dave Reveman mentioned that it would be useful for him to have a tool to convert shaders into low-level GPU programs, like those of GL_ARB_fragment_program. It occured to me that it would be possible to write a Mesa driver (an executable, actually) that would just compile shaders and emit GPU programs. So, I wrote a driver to do just that. It's also described in the docs/shading.html file. -Brian ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
