hristoph Bumiller
>>>>>>>> Cc : mesa-dev@lists.freedesktop.org
>>>>>>>> Envoyé le : Mercredi 23 janvier 2013 0h44
>>>>>>>> Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array
>>>>>>>> i
:
- Mail original -
De : Vadim Girlin
À : Christoph Bumiller
Cc : mesa-dev@lists.freedesktop.org
Envoyé le : Mercredi 23 janvier 2013 0h44
Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array
information
On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
On 21.01.2013 21:10, Vadim
gt; >>>>
> >>>>
> >>>> - Mail original -
> >>>>> De : Vadim Girlin
> >>>>> À : Christoph Bumiller
> >>>>> Cc : mesa-dev@lists.freedesktop.org
> >>>>> Envoyé le : Mercredi
gt;>> De : Vadim Girlin
>>>>> À : Christoph Bumiller
>>>>> Cc : mesa-dev@lists.freedesktop.org
>>>>> Envoyé le : Mercredi 23 janvier 2013 0h44
>>>>> Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array
>>>>> inf
: Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array information
On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
On 21.01.2013 21:10, Vadim Girlin wrote:
Provide the information about indirectly addressable arrays
(ranges of
temps) in
the shader to the drivers. TGSI representation
- Mail original -
> De : Vadim Girlin
> À : Vincent Lejeune
> Cc : "mesa-dev@lists.freedesktop.org"
> Envoyé le : Mercredi 23 janvier 2013 1h21
> Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array information
>
> On 01/23/2013
On 23.01.2013 01:47, Vadim Girlin wrote:
> On 01/23/2013 04:07 AM, Dave Airlie wrote:
>> On Wed, Jan 23, 2013 at 9:44 AM, Vadim Girlin
>> wrote:
>>> On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
On 21.01.2013 21:10, Vadim Girlin wrote:
>
> Provide the information about indire
On 01/23/2013 04:07 AM, Dave Airlie wrote:
On Wed, Jan 23, 2013 at 9:44 AM, Vadim Girlin wrote:
On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
On 21.01.2013 21:10, Vadim Girlin wrote:
Provide the information about indirectly addressable arrays (ranges of
temps) in
the shader to the drive
di 23 janvier 2013 0h44
>>> Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array information
>>>
>>> On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
>>>> On 21.01.2013 21:10, Vadim Girlin wrote:
>>>>> Provide the information about indi
On 01/23/2013 03:59 AM, Vincent Lejeune wrote:
- Mail original -
De : Vadim Girlin
À : Christoph Bumiller
Cc : mesa-dev@lists.freedesktop.org
Envoyé le : Mercredi 23 janvier 2013 0h44
Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array information
On 01/22/2013 10:59 PM
On Wed, Jan 23, 2013 at 9:44 AM, Vadim Girlin wrote:
> On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
>>
>> On 21.01.2013 21:10, Vadim Girlin wrote:
>>>
>>> Provide the information about indirectly addressable arrays (ranges of
>>> temps) in
>>> the shader to the drivers. TGSI representation it
- Mail original -
> De : Vadim Girlin
> À : Christoph Bumiller
> Cc : mesa-dev@lists.freedesktop.org
> Envoyé le : Mercredi 23 janvier 2013 0h44
> Objet : Re: [Mesa-dev] [PATCH] glsl_to_tgsi: indirect array information
>
> On 01/22/2013 10:59 PM, Christoph B
On 01/22/2013 10:59 PM, Christoph Bumiller wrote:
On 21.01.2013 21:10, Vadim Girlin wrote:
Provide the information about indirectly addressable arrays (ranges of temps) in
the shader to the drivers. TGSI representation itself isn't modified, array
information is passed as an additional data in t
On 21.01.2013 21:10, Vadim Girlin wrote:
> Provide the information about indirectly addressable arrays (ranges of temps)
> in
> the shader to the drivers. TGSI representation itself isn't modified, array
> information is passed as an additional data in the pipe_shader_state, so the
> drivers can u
Hi,
I'm not very familiar with the code, but I should mention that this should
really help with the lima compiler backend. In fact, I was thinking of this
very problem recently when figuring out how to translate TGSI into our
backend. Fragment shaders on the Mali 200/400 have 6 vector registers,
w
Provide the information about indirectly addressable arrays (ranges of temps) in
the shader to the drivers. TGSI representation itself isn't modified, array
information is passed as an additional data in the pipe_shader_state, so the
drivers can use it as a hint for optimization.
---
It's far from
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