On Fri, Jul 23, 2010 at 6:49 PM, Jerome Glisse <gli...@freedesktop.org> wrote: > Just heads up on r600g plan, i removed the compiler stuff it was getting > messy > and kind of stopped anyone else from working on other part of r600g. So now > there > is a very simple & dumb tgsi -> r600 assembler that does work and can run > glxgears > and couple others non textured demos. I want to freeze r600_asm* stuff as i > plan > to reuse at latter point with a proper optimizer (thought there is a couple > of > thing missing in it like splitting alu node when reaching the 256dwords > limit). > So now if you want to add opcode the only file you need to touch is > r600_shader.c. > Also i would like to avoid any kind of work on optimizing what it spit. >
Would it make sense to reuse the r600c compiler? It's not perfect, but it's much further along. Alex > I am going to add texture support over the next few days (target being > tri-tex, > multiarb, tunnel, tunnel2 at that point i think quake engine should run). > > Todo list (kind of sorted): > - texture support > - use const buffer rather than cfile > - avoid recompiling the shader at each draw command (would improve speed a > lot) > - stencil support > - support more states (blending, alpha, rasterization, ...) > - geometry shader > - tiling support > - color mask support > - hyperz > - a proper compiler > > Feel free to pick something and have fun. > > Cheers, > Jerome > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev