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 of like it if people would go read a Red Book, even the out-of-date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.
> >>  >
> >>  >
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