Uros,

Next time, please start a new discussion with a new subject instead of 
hijacking an unrelated thread.  Thanks.

Anyway, we're writing more detailed gallium docs under 
src/gallium/docs/  Have you seen those?

Also bear in mind that we're probably not going to write docs 
specifically targetting newbies.  A certain level of expertise in 
computer graphics is a prerequisite.  If you have specific questions 
you can post them to the list but remember that we're all very busy 
and usually have to pick and choose which threads we respond to.

-Brian


Uros Nedic wrote:
> Hi guys,
> 
> It would be very important that your small Gallium community
> could be larger if you develop some Documentation. So far,
> newbies in this area hardly could enter into your project
> even if we want to do it on a voluntary basis.
> 
> I really want to contribute but please provide us at least
> more 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 about
> pipes and all those stuffs (provide us examples, please).
> I know what is LLVM but I also need some example how you
> use that technology for optimization (examples again).
> 
> If you provide us (community) some nice Documentation, you
> will be surprised how many people will start to contribute.
> 
> So far learning curve is just so high - sometimes impossible
> to 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 The build module has been superseded by the ureg module, and 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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