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[EMAIL PROTECTED] wrote:

>   Looking in Internet about mesa3d optimization for Cell (PS3), I found your
> mesa plan for cell gallium driver. What's is the status? exists some
> public git repository?

No code has been written yet.  It has taken me a lot longer to get going
than I had expected.  Sigh.

I've been digging through the gallium code a lot lately, and I think I
have a plan to get things going.  I'm curious to hear what Brian and the
other TG folks think.

Basically, there's a little bit of a chicken and egg problem.  I don't
see a clean way to carve off a chunk of the pipeline functionality to
put on SPEs without either re-writing a big chunk of the pipeline code
or getting it all on the SPEs.  For example, I don't see a good way to
break off TNL, triangle setup, or fragment shaders to put on an SPE.
Each part of the pipeline seems very tightly integrated with the next.
Unless I'm missing something?

There's a fair amount of infrastructure (e.g., tile cache, program
loaders, etc.) that are needed too.

My thinking is to slightly modify the existing code and run the gallium
shader VM on an SPE.  I believe this is the fastest route to get
"everything" on the SPEs.  This will provide a good test bed for the
tile cache and other SPE-specific infrastructure components.

Then as an SPE backend for the shader compiler becomes available we can
convert each part to use native generated code instead of the VM.
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