On Fri, Jan 25, 2019 at 11:52:56AM -0800, Stéphane Marchesin wrote: > On Fri, Jan 25, 2019 at 2:25 AM Gert Wollny <gw.foss...@gmail.com> wrote: > > > > Am Donnerstag, den 24.01.2019, 22:25 -0800 schrieb Stéphane Marchesin: > > > > > > Yes, it's for running virgl on top of GLES. To emulate fp64 in GL on > > > the guest side, we need fp64 on the host... > > > > BTW: we could also get it emulated from the guest side. When Elie (in > > CC) initially proposed the fp64 emulation series it was for r600 and > > TGSI was emitted. The created shaders are horribly long and it is > > certainly not performant, but if it's just for getting OpenGL 4.0 > > exposed it should be good enough. > > Yes, Ilia suggested this on IRC yesterday. My impression is that not > many applications/games need high performance fp64 (it's likely mostly > compute stuff, which is not our target). I could be wrong though. If > anyone knows differently, please tell us :) > > > > > I'm not sure though how much work it would be to add this to the soft > > fp64 as it has now landed for NIR, though. > > Yes, with virgl not using NIR, I am not sure how much work soft fp64 > will require.
I spent a bit of time on the project recently. My thinking so far: * FP64 is bad . But everyone knows that. :) * Using the current soft fp64 require to emulate int64. * Soft fp64 and int64 involve function call which is, iiuc, not really supported in TGSI. * Soft fp64 is tied to NIR. Some pass/hack need to be port to GLSLIR. So the project will require a lot of work. Elie > > Stéphane > > > > > > Best, > > Gert > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev