On Sun, Apr 6, 2008 at 5:19 PM, Erik Boettcher <[EMAIL PROTECTED]> wrote:
> On Sun, Apr 6, 2008 at 6:06 AM, Jerome Glisse <[EMAIL PROTECTED]> wrote:
>  >  > # [HARD] Cleanup the code which really needs it. You could help by
>  >  > looking at the code, see what's useless, and propose to erase it.
>  >  > # [MEDIUM] Check for common stuff in the code and put it into the
>  >  > radeon source folder.
>  >  > # [EASY] Document the register names in r300_reg.h from what is in the
>  >  > source, and then update r300 state.
>  >  > # [MEDIUM] Check which files came from r200 and can be updated from
>  >  > the code changes that happened there.
>  >
>
> >  He would definitly be a good way to get started on radeon, my only concern
>  >  is we are going to move away from this code base for r300 but any work you
>  >  do would still be valuable in the mean time, so i wouldn't encourage you 
> to
>  >  go through all the hard task especialy the last one. If you want someone 
> to
>  >  mentor tell me even though i don't know how GSOC work :).
>
>  I'm told I should apply to xorg gsoc, and the DRI wiki says Alex
>  Deucher would be the mentor.
>
>
>  >  Also anothers things that is worth working on is :
>  >  http://dri.freedesktop.org/wiki/R300FragmentProgramOptimization
>  >
>  >  This item can we worked out without driver, basicly take llvm, take llvm
>  >  code out of gallium (few files) then you should be able to work on this
>  >  separatly from the tree, i think this is best way right now to work on
>  >  fragment program optimization. Such work would be also valuable as ground
>  >  for r500 and r600, r700 hw support.
>  >
>
>  I've been reading the r500 acceleration guide, the chapter about
>  fragment shaders, and I think I may be interested in this.  I'll check
>  out gallium soon but I need to study for a physics test tomorrow as
>  well.  Is the latest revision of that document v1.1?  If not then I
>  may need to fetch a new one.

1.3 is the latest version, but the newer ones do not affect the
section on the fragment shader.

Alex

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