Hi guys,
It would be very important that your small Gallium communitycould be larger if 
you develop some Documentation. So far,newbies in this area hardly could enter 
into your projecteven if we want to do it on a voluntary basis.
I really want to contribute but please provide us at leastmore than just 
high-level overview of Gallium architecture.
For example I would like to know what is your "abstract"GPU architecture (draw 
it please). Also I'm interested aboutpipes and all those stuffs (provide us 
examples, please).I know what is LLVM but I also need some example how youuse 
that technology for optimization (examples again).
If you provide us (community) some nice Documentation, youwill be surprised how 
many people will start to contribute.
So far learning curve is just so high - sometimes impossibleto understand some 
stuffs.
Thanks,Uros

---------------------------------------------"Man is the lowest-cost, 
150-pound, nonlinear,  all-purpose computer system which can be  mass-produced 
by unskilled labor."-NASA in 1965



> Date: Mon, 25 Jan 2010 18:02:53 +0100
> From: mic...@vmware.com
> To: bri...@vmware.com
> CC: mesa3d-dev@lists.sourceforge.net
> Subject: Re: [Mesa3d-dev] TGSI build and sse2 removal
> 
> Brian Paul wrote on 2010-01-25 16:09:
> > José Fonseca wrote:
> >   
> >> Michal,
> >>
> >> On Mon, 2010-01-25 at 06:27 -0800, michal wrote:
> >>     
> >>> I would like to have those two modules go away, as they are maintenance 
> >>> pain with no real benefits.
> >>>
> >>> The build module has been superseded by the ureg module, and apparently 
> >>> all third-party code has already migrated or is in the process of 
> >>> porting to new interface. I would like to nuke it if nobody minds.
> >>>       
> >> I'm fine with this.
> >>     
> >
> > We can't remove this until we switch to ureg in the draw code.  The 
> > draw_pipe_pstipple.c, draw_pipe_aaline.c and draw_pipe_aapoint.c files 
> > still haven't been converted to use tgsi_ureg.  There may be some 
> > other uses elsewhere.  Michal, can you update that code first?
> >
> >
> >   
> That's the plan.
> 
> >>> For sse2, I am looking at simplifying it enough to be able to accelerate 
> >>> pass-thru fragment shaders and simple vertex shaders. That's it. For 
> >>> more sophisticated stuff we already have llvmpipe.
> >>>       
> >> I agree with this in principle, but I think it's better not to get too
> >> much ahead of ourselves here: drivers are using tgsi_exec/sse2 for
> >> software vertex processing fallbacks. And while the plan is indeed to
> >> move the LLVM JIT code generation out of llvmpipe into the auxiliary
> >> modules so that all pipe drivers can use that for fallbacks, the fact is
> >> we're not there yet.
> >>
> >> So for tgsi_sse2 I think it's better not to introduce any performance
> >> regressions in vertex processing until llvm code generation is in place
> >> and working for everybody.
> >>     
> >
> > I agree.  It's too early to remove the sse2 code.
> >
> >   
> OK, that makes sense, I will leave it alone for the time being.
> 
> Thanks, guys.
> 
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