On Wed, 2010-03-03 at 11:23 -0800, Luca Barbieri wrote: > > And never will... It does not export PIPE_CAP_GLSL, and does not have > > the shader opcodes to ever do so. > > Any Gallium driver should be able to support the GLSL subset without > control flow. > > And if we had a proper optimization infrastructure capable of inlining > functions, converting conditionals to multiplications and unrolling > loops (e.g. look at what the nVidia Cg compiler does), then > essentially all GLSL could be supported on any driver, with only > limitations on the maximum number of loop iterations. > > Isn't it worth supporting that? > > BTW, proprietary drivers do this: for instance nVidia supports GLSL on > nv30, which can't do control flow in fragment shaders and doesn't > support SM3.
OK, maybe never is too strong... But it's certainly a long way off... Keith ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev