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On 03/21/2011 12:41 PM, Philipp Klaus Krause wrote:
> FYI, there now is a good (no textures or arrays) implementation of GLSL
> simplex noise. Unfortunately it's currently under the Artistic license,
> but if the author could be convinced to release it under a freer
> license, or someone reimplements it this could be useful in the free
> drivers.
> 
> Philipp
> 
> http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=293508&page=1

I posted a good implementation of noise to the mesa3d-dev mailing list
several years ago.  The existence of GLSL implementations isn't the
problem.  The problem is that any noise implementation generates a giant
pile of instructions.  This caused problems with the old Mesa GLSL
compiler for a couple of reasons, and the biggest was that it made the
register allocator very angry.  It wanted to use something like 200
temporaries just for the noise code.

In addition, if a program uses noise multiple times, you probably don't
want it to be inlined.  The new Mesa GLSL compiler doesn't handle
non-inlined functions very well.  Everything is inlined all the time.  I
made a post last week (or the week before?) about how the infrastructure
could be changed to enable fixing this.  Ken has done some work (in his
'fortran' branch) to implement a function calling convention that
matches the language and will work on a GPU.
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