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 The build module has been superseded by the ureg module, and 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. > > > > > ------------------------------------------------------------------------------ > > Throughout its 18-year history, RSA Conference consistently attracts the > > world's best and brightest in the field, creating opportunities for > Conference > > attendees to learn about information security's most important issues > through > > interactions with peers, luminaries and emerging and established > companies. > > http://p.sf.net/sfu/rsaconf-dev2dev > > _______________________________________________ > > Mesa3d-dev mailing list > > Mesa3d-dev@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/mesa3d-dev > > ------------------------------------------------------------------------ > Windows Live: Friends get your Flickr, Yelp, and Digg updates when they > e-mail you. > <http://www.microsoft.com/middleeast/windows/windowslive/see-it-in-action/social-network-basics.aspx?ocid=PID23461::T:WLMTAGL:ON:WL:en-xm:SI_SB_3:092010> ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev