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Brian Paul wrote:
> 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).

Excellent!

> 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.

All of the shading languages use the same backend?  Meaning,
ARB_vertex_program, NV_vertex_program, etc.  If so, how much effort
would be involved in adding support for some of Nvidia's layered
low-level program extensions?

I haven't looked at the code or docs yet, so this question may already
be answered.  What level of effort is required to create a new backend
(e.g., for R300 or PowerPC or ...).

> 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.

That's very cool.  I know that the OpenGL ES people were talking about a
binary interface with a stand-alone compiler.  This might form the basis
of something like that.  That is, the compiler creates some intermediate
representation and emits that.  At run-time the application submits the
intermediate code instead of source.
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