I think instead of targeting newbies, it would be preferable to have a proper API documentation first. We're severely lacking in the "what flags go here" department, and generally it would be nice to have a key that explains exactly what each argument for each function is. It's normally not too hard to figure that out, but there are times when it seems a little iffy.
On Mon, 2010-01-25 at 13:38 -0800, Corbin Simpson wrote: > I've been targeting an audience of people that have taken some CS, > read some Wikipedia, but aren't experienced with 3D graphics. I'd kind > of like it if people would go read a Red Book, even the out-of-date > one available free online, before diving in... If you don't know C, > then the docs won't teach you C. Ditto for GL, D3D, and the other > basics. > > 2010/1/25 Brian Paul <bri...@vmware.com>: > > 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 > > > > > ------------------------------------------------------------------------------ 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