On 5/15/07, Keith Whitwell <[EMAIL PROTECTED]> wrote: > Zack Rusin wrote: > > On Tuesday 15 May 2007 06:29:43 am Keith Whitwell wrote: > >> Of particular interest to us is the runtime code generator and shader > >> compiler. We have been developing something we're calling the "Tungsten > >> Graphics Shader Infrastructure", which is intended to be a retargetable > >> compiler for GLSL and similar high level shading languages, anchored > >> around shared intermediate representations and a common optimization > >> framework. I should be able to thow some documents up on the web soon > >> to throw a bit of light on this. > > > > Hmm, I really hate to mention this for the first time like this but I think > > it's better if people know and Roberto and I will just announce it properly > > later. > > Slight thread hijack, Jack... > > > I have been toying around with writing a proper shading infrastructure for > > Mesa for a while now. Finally I managed to convince Roberto to help me with > > it and we started. Both of us work on it in the spare-time-of-a-spare-time > > and I wanted to wait with announcing it until we have proper benchmarks and > > one of the drivers done but here's the bottom line: we're bringing LLVM in > > Mesa. > > > > http://llvm.org > > > > So first of all why. > > - Because we won't be able to write a compiler infrastructure that is even > > close to it and we just won't get to a point where we can perform the same > > optimizations that LLVM does right now. > > - Because even if we'll decide to start taking code from LLVM and porting it > > to our new framework we won't have resources to maintain the kind of > > optimization passes that are needed by modern systems. > > - Because we're graphics people (well, I'm more a super-model myself and > > Roberto is a compiler genius, so I guess what I'm saying is "you") and it > > would be nice if we could do graphics and leave compilers to the compiler > > people. > > - Because LLVM has a great IR and everything we'll pretty much need already. > > - Because it would make Mesa code a lot cleaner (graphics code and no > > compiler > > infrastructure in a graphics project sounds pretty sensible to me). > > - Because it trivially allows us to bind many more languages than just GLSL. > > - Because LLVM is simply amazing. > > I looked at LLVM a while ago, but didn't pick up that they'd looked at > vector architectures. And, it seems according to this that there is a > GLSL frontend already in place: > > http://llvm.org/pubs/2007-03-12-BossaLLVMIntro.pdf > > Is this the same frontend as you've been working on, or a second one?? >
It is used by Apple on their OSX OpenGL implementation. So it's not free. Stephane ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev