Hello Michal et al,

Congrats on getting your work into the cvs tree!  I updated my view, and
had a brief look at your implementation last night.  After some more
investigation, I'll see how easy it would be to plug my preprocessor into
your lexical scanner.

Hopefully over the weekend I'll have some more time to look into this.

Jeff

Jeff Timanus
Effects Software Developer
Autodesk Media and Entertainment Division
(514) 393-1616 x7268

On Wed, 15 Feb 2006, Brian Paul wrote:

> Micha? Kr?l wrote:
> > Hello, I have enabled GLSL in Mesa, although it is not
> > complete.Some programming "candies" are not supported, butthis will
> > change soon as I have now a plenty of free time. I have commited a
> > demo, arbfslight, which is a GLSL versionof Brian's arbfplight.c.
> > It contains some hacks, but shouldlook identically. Jeffrey Timanus
> > offered implementing the preprocessor part.If you are ready, I am
> > also ready to include it. I will need some help with incorporating
> > the GLSL intostate machine from somebody who has the overallsight
> > on the Mesa project. Specifically, I meanall the code that gets
> > executed when the GL statechanges (like in texstate.c), the
> > interactions betweenGLSL and the rest of the code, the additional
> > actionsthat need to be taken when a valid program objectis bound or
> > unbound, etc.
> 
> Generally, when GL state is changed, such as in glProgramStringARB() 
> we set a 'dirty state flag': _NEW_PROGRAM
> 
> Later, just before we render anything we validate/update the derived 
> state.  See _mesa_update_state() in main/state.c.
> 
> I would expect that the GLSL code will need some hooks into that area.
> 
> 
> > CONCERNING 3DLABS' GLSL COMPILER We have agreed that 3DLabs'
> > compiler is going to be incorporatedinto Mesa. Because of problems
> > with getting it compile under MesaI have decided to write custom
> > plain-C compiler. So is to theNVIDIA's preprocessor.
> 
> I think 3Dlabs has released new code since last summer.  I'd encourage 
> you to work with 3Dlabs to resolve any issues.
> 
> 
> > Having this in
> > mind I separated GL_ARB_shader_objects fromthe remaining 3
> > extensions. Also I separated the front-compiler(the
> > slang_compile*.[ch] files) from code generations
> > (theslang_assemble*.[ch] files). It is possible to plug the
> > 3DLabs'front-end compiler into Mesa, while having the plain-C
> > version.It is possible, but one is not limited to, to use the
> > existingassembly generator to generate the code from 3DLabs'
> > front-endoutput tree.However, currently I dont have so much time to
> > incorporate the3DLabs' compiler into Mesa. Dont get me wrong, I
> > just cannotguarantee I will be able to do it in a short time. I do
> > not wantto block other people form doing that. If there is a
> > volunteer,I offer my help in solving the questions. 
> 
> That sounds reasonable.
> 
> I'm going to check in some fixes for warnings in the new code (nested 
> comments, missing switch/default clauses, etc.).
> 
> I'd also like to run the code through 'indent' to make the style match 
> the rest of Mesa (3-space indentation etc).
> 
> I've got other things going on this week so I'll try to look at the 
> new code in more detail next week.
> 
> Thanks for your work!
> 
> -Brian
> 



-------------------------------------------------------
This SF.net email is sponsored by: Splunk Inc. Do you grep through log files
for problems?  Stop!  Download the new AJAX search engine that makes
searching your log files as easy as surfing the  web.  DOWNLOAD SPLUNK!
http://sel.as-us.falkag.net/sel?cmd=lnk&kid3432&bid#0486&dat1642
_______________________________________________
Mesa3d-dev mailing list
Mesa3d-dev@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to