Hi, I would like to softfloat for GSOC. Is anyone working on it? Thank you!! :)
On Tue, Mar 24, 2015 at 12:16 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: > On Monday, March 23, 2015 05:02:51 PM Aaron Watry wrote: > > On a related note, > > > > Has anyone ported shader-db over to working on R600/RadeonSI/<anything > > non-intel>? I've been meaning to take a look at the NIR->TGSI pass and > see > > if there's an easy way to hook it up to the radeon drivers, but I wanted > to > > be able to get shader-db up and running on that hardware first so that we > > could get some before/after numbers (I'm assuming that R600 w/o SB will > be > > the main radeon driver that benefits, but I'd love to be proven wrong). > > > > --Aaron > > It shouldn't be hard to get working. > > The shader-db runner doesn't actually draw anything, so you need to > precompile assembly code at glLinkProgram time, making some assumptions > about the GL state that will be used. We manage to guess correctly > most of the time on modern Intel hardware. > > Beyond that, you just need to have the driver emit a few messages via > KHR_debug: > > static GLuint msg_id = 0; > _mesa_gl_debug(ctx, &msg_id, > MESA_DEBUG_SOURCE_SHADER_COMPILER, > MESA_DEBUG_TYPE_OTHER, > MESA_DEBUG_SEVERITY_NOTIFICATION, > "%s shader: %d", > type_of_shader, /* "FS", "VS" and the like */ > num_instructions); > > That should be all you need for the original shader-db which most of > the Intel folks use (git://anongit.freedesktop.org/mesa/shader-db). > > Eric has a new reboot of the project that uses apitraces of files rather > than Piglit shader_test files. The Broadcom vc4 apparently has so much > non-orthagonal state that it's impractical to guess the state during a > precompile, so he wanted to use the actual state from the trace. > > Everyone else has kept using the original version because it's *much* > faster - on my Haswell, it only takes about 2-3 minutes to process > ~24,000 shaders from ~290 applications. > > I assume Radeon and Nouveau can probably guess most state correctly, > so using the original shader-db would make more sense. Freedreno > might have to use Eric's apitrace based solution. > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > > -- Regards, *Aditya Atluri,* *USA.*
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