Re: [Mesa3d-dev] Alternative build system for Gallium -- SCons

2008-01-30 Thread José Fonseca
On 1/31/08, Donnie Berkholz <[EMAIL PROTECTED]> wrote: > On 23:13 Wed 30 Jan , Donnie Berkholz wrote: > > On 15:24 Thu 31 Jan , José Fonseca wrote: > > > Feedback, and especially patches, are welcome. > > > > As a distributor, I'm not a fan of scons (as I understand it). It's a > > pain to

Re: [Mesa3d-dev] Alternative build system for Gallium -- SCons

2008-01-30 Thread José Fonseca
On 1/31/08, Donnie Berkholz <[EMAIL PROTECTED]> wrote: > On 15:24 Thu 31 Jan , José Fonseca wrote: > > Feedback, and especially patches, are welcome. > > As a distributor, I'm not a fan of scons (as I understand it). It's a > pain to build with, because to set build options, you need to modify

Re: [Mesa3d-dev] Alternative build system for Gallium -- SCons

2008-01-30 Thread Donnie Berkholz
On 23:13 Wed 30 Jan , Donnie Berkholz wrote: > On 15:24 Thu 31 Jan , José Fonseca wrote: > > Feedback, and especially patches, are welcome. > > As a distributor, I'm not a fan of scons (as I understand it). It's a > pain to build with, because to set build options, you need to modify a >

Re: [Mesa3d-dev] Alternative build system for Gallium -- SCons

2008-01-30 Thread Donnie Berkholz
On 15:24 Thu 31 Jan , José Fonseca wrote: > Feedback, and especially patches, are welcome. As a distributor, I'm not a fan of scons (as I understand it). It's a pain to build with, because to set build options, you need to modify a file rather than passing options to a command. If that's no

[Mesa3d-dev] Alternative build system for Gallium -- SCons

2008-01-30 Thread José Fonseca
I tried and tried to produce a proof of concept with CMake, but couldn't find a satisfactory solution for using it with mesa/gallium. Getting convenience libraries to work with CMake would be so difficult and hackish, that would defeat the whole point of the exercise. So I researched for another b

[Mesa3d-dev] Shader VM on Cell SPU

2008-01-30 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I just finished pushing a ton of commits that get the shader VM running on the Cell's SPUs. Right now it is only used for vertex processing...and gears runs! :) Since various other folks are busy making changes to the fragment processing side of thing