Ian Romanick wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > 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.
Interesting. We've been thinking about what a stable binary shading language representation might look like also. Do you have any pointers to this discussion? Keith ------------------------------------------------------------------------- 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
