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I just finished pushing a ton of commits that get the shader VM running
on the Cell's SPUs.  Right now it is only used for vertex
processing...and gears runs! :) Since various other folks are busy
making changes to the fragment processing side of things, I don't intend
to implement fragment shaders.

My next Cell related work items are:

1. Implement a software cache for non-tile data.  The way that uniforms,
attributes, and program instructions are currently fetched from main
memory is not good.  A caching / prefetching mechanism would do wonders
for its performance.

Look at the existing fragment code, it seems like we should enhance the
tile cache to "microtile" as well.  That is, rearrange the data on
upload / download so that the SPUs can access 2x2 quads linearly within
a tile.  That would *greatly* simplify all the code that operates
directly on the framebuffer.

2. Implement a real-time assembler for the SPUs.

3. Start dynamically generating code for the post-fragment processing
part of the pipeline.

At some point someone needs to take a look at the SPU support in LLVM.
I know that some code was committed, but there was a long list of
caveats.  It would be nice to know if the existing support there will
suit our needs.  If not, it should be pretty easy to convert the VM
opcodes directly to SPU code.  The SPUs have enough registers that we
wouldn't even need a register allocator!
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