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. 
> 
> 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 

I looked at LLVM a while ago too.  I guess I had questions about vector 
support, swizzling, writemasking and other GPU-unique constructs and how 
LLVM would map them onto actual target systems.  Getting parallelism 
(performance) out of a chip like the 965 seems to require some fairly 
intricate coding.  I don't know how well LLVM would deal with that kind 
of thing.

I agree that the optimization framework of LLVM is pretty darn 
attractive.  My GLSL compiler does reasonably good code generation on 
the small scale but higher-level things like factoring out common 
sub-expressions, strength-reduction, etc. are beyond its ability.

-Brian

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