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<title>GLSL compiler, take 2</title>
<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/"/>
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<id>http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/</id>

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<updated>2010-06-13T06:54:08Z</updated>
<entry>
	<title>i915-class?!</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_2/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_2/"/>

	<author><name>Anon</name></author>





	<updated>2010-06-12T08:58:43Z</updated>
	<published>2010-06-11T13:49:23Z</published>

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	As in like the i945 in my laptop?! That would be interesting (in a good way)... This might speed up Flash http://blogs.adobe.com/penguin.swf/2008/05/flash_uses_the_gpu.html . Would it also provide enough support so super new OpenGL tutorials like http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html would be supported on i915-class hardware?

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</entry>
<entry>
	<title>Benefits</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_1/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_1/"/>

	<author><name>Anonymous</name></author>





	<updated>2010-06-11T22:33:29Z</updated>
	<published>2010-06-11T22:33:27Z</published>

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	What are the benefits of the compiler rewrite? Will it make the codebase more compact/streamlined? Will it enable support of higher GLSL versions? Will it improve performance (if so, how much have you measured?)?

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<entry>
	<title>RE: i915-class?!</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_3/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_3/"/>

	<author><name>IanRomanick</name></author>





	<updated>2010-06-13T05:38:24Z</updated>
	<published>2010-06-13T05:38:22Z</published>

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	i915 can&#39;t do full GLSL, but it can handle the subset (mostly changes regarding loops and if-statement) in OpenGL ES 2.0.  We want to enable that.

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<entry>
	<title>RE: Benefits</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_4/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/comment_4/"/>

	<author><name>IanRomanick</name></author>





	<updated>2010-06-13T06:54:08Z</updated>
	<published>2010-06-13T05:48:18Z</published>

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	&lt;p&gt;The current compiler is not very good.  It was written by Michal Krol as his final project at university.  Given that, it&#39;s pretty amazing how well it works.  However, the list of things that need to be fixed is long and runs from the frontend through the backend.  Michal and I had a long discussion about it at XDS 2008.  He really wanted to rewrite it, but he was (and presumably still is) too busy with other work.&lt;/p&gt;

&lt;p&gt;I don&#39;t want to make any performance statements since we don&#39;t even have the compiler in Mesa.  However, the current architecture should make it quite a bit easier to write new optimization passes.  This is quite difficult in the current Mesa compiler.  We&#39;re basing the architecture largely on &quot;Advanced Compiler Design and Implementation&quot; by Steven Muchnick.&lt;/p&gt;


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