Hi michal,

you could me maintain informed about that changes? i am creating my
environment to try to create tgsi neon optimizations. I am using
beagleboard + Angstrom distribution in my environment. And i thinking
something about dsp too.

Igor

On Mon, Jan 25, 2010 at 1:02 PM, michal <mic...@vmware.com> wrote:
> 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 The build module has been superseded by the ureg module, and apparently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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