On Mon, Mar 18, 2013 at 01:45:26PM -0700, Ian Romanick wrote: > On 03/13/2013 10:11 AM, Tom Stellard wrote: > > Hi, > > > > It's time again for Google Summer of Code, so we need to start updating > > the X.Org ideas page (http://www.x.org/wiki/SummerOfCodeIdeas) with new > > ideas. Since there have been a few issues with the wikis lately, if you > > have any ideas please respond to this thread, and I will make sure they > > get onto the official ideas page (but still feel free to update the wiki > > page yourself if you can). A good project description should contain: > > I've been trying to update the wiki... I don't seem to have an account > (seems unpossible), and the account creation page is broken. > > https://bugs.freedesktop.org/show_bug.cgi?id=62383 >
This is due to the recent spam problems on the wiki, keithp can re-enable your account. > In the mean time, I have a couple ideas that someone could add. > > #1. Find common patterns in real GLSL shaders. > > Difficulty: Medium > Skills Required: C, C++ > Helpful, but optional skills: GLSL, compilers > Possible Mentor: IanRomanick (idr on IRC) > Where to ask questions: mesa-dev@lists.freedesktop.org, #dri-devel on > irc.freedesktop.org > Descrition: > > Using Mesa's stand-along GLSL compiler as a basis, generate a database > of IR from a large number of existing shaders (e.g., from shaderdb). > Write a piece of software that will mine this database for "large" > patterns that commonly occur in shaders. This information will be used > by people working on the GLSL compiler to improve code generation for > these sequences. > > #2. Improved application of GLSL complier optimizations > > Difficulty: Easy > Skills Required: C, C++ > Helpful, but optional skills: GLSL, compilers > Possible Mentor: IanRomanick (idr on IRC) > Where to ask questions: mesa-dev@lists.freedesktop.org, #dri-devel on > irc.freedesktop.org > Descrition: > > Mesa's GLSL compiler contains a large number of optimization passes. > Each pass may change the code of a shader, and this may result in > opportunities for other passes to make more changes. As a result, we > run all of our optimization passes in a loop until the shader code > stabilizes. This is expensive, and, though we have never observed this > in the wild, it is possible that a shader may never stabilize. > > Find a static ordering, with possible repeats, of optimization passes > that does not compromise the quality of the generated code. Measure the > before and after speed of compiling a large set of real-world shaders. > Thanks, I've added your ideas to the wiki page. -Tom > > - A brief description of the project > > - A difficulty rating (e.g. easy, medium, hard) > > - The skills / programming languages required > > > > Also, I am going to purge all the old ideas from the ideas page in the > > next week, so if there are any of the old ideas that you think are > > still relevant, let me know and I will keep it. > > > > The ideas page is used as one of the criteria by Google for selecting > > mentoring organizations and part of the reason X.Org was not selected > > last year was that the ideas page was not up to par, so if we want to > > participate in Google Summer of Code this year, it is important we > > have a good ideas page with lots of ideas. > > > > Thanks, > > Tom Stellard > > _______________________________________________ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev