<?xml version="1.0"?>
<rss version="2.0"
     xmlns:dc="http://purl.org/dc/elements/1.1/"
     xmlns:dcterms="http://purl.org/dc/terms/" >
<channel>
<title>GLSL compiler, take 2</title>
<link>http://www.paranormal-entertainment.com/idr/blog/posts/2010-06-10T18:55:29Z-GLSL_compiler_take_2/</link>
<description>blogtest</description>
<item>

	<title>Anon: i915-class?!</title>
	<dcterms:creator>Anon</dcterms:creator>


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

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

	<pubDate>Fri, 11 Jun 2010 06:49:23 -0700</pubDate>
	<dcterms:modified>2010-06-12T08:58:43Z</dcterms:modified>

	<description>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?
</description>


</item>
<item>

	<title>Anonymous: Benefits</title>
	<dcterms:creator>Anonymous</dcterms:creator>


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

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

	<pubDate>Fri, 11 Jun 2010 15:33:27 -0700</pubDate>
	<dcterms:modified>2010-06-11T22:33:29Z</dcterms:modified>

	<description>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?)?
</description>


</item>
<item>

	<title>IanRomanick: RE: i915-class?!</title>
	<dcterms:creator>IanRomanick</dcterms:creator>


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

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

	<pubDate>Sat, 12 Jun 2010 22:38:22 -0700</pubDate>
	<dcterms:modified>2010-06-13T05:38:24Z</dcterms:modified>

	<description>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.
</description>


</item>
<item>

	<title>IanRomanick: RE: Benefits</title>
	<dcterms:creator>IanRomanick</dcterms:creator>


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

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

	<pubDate>Sat, 12 Jun 2010 22:48:18 -0700</pubDate>
	<dcterms:modified>2010-06-13T06:54:08Z</dcterms:modified>

	<description>&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;

</description>


</item>

</channel>
</rss>

