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

Reply via email to