Ian Romanick wrote:
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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.

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

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