On 11/06/17 07:59, Jacob Lifshay wrote:
On Sat, Jun 10, 2017 at 3:25 PM Jose Fonseca > wrote:
I don't see how to effectively tack triangle setup into the vertex
shader: vertex shader applies to vertices, where as triangle setup and
On Sat, Jun 10, 2017 at 3:25 PM Jose Fonseca wrote:
> I don't see how to effectively tack triangle setup into the vertex
> shader: vertex shader applies to vertices, where as triangle setup and
> bining applies to primitives. Usually, each vertex gets transformed
> only
to add mesa-dev when I sent.
-- Forwarded message --
From: "Jacob Lifshay" <programmerj...@gmail.com
<mailto:programmerj...@gmail.com>>
Date: Feb 12, 2017 6:16 PM
Subject: Re: [Mesa-dev] software implementation of vulkan for gsoc/evoc
To: "Dave Airlie"
Hi!
I have merged
https://cgit.freedesktop.org/~airlied/mesa/log/?h=not-a-vulkan-swrast with
mesa-13.0.6 branch.
Maybe it will be useful for someone:
https://github.com/0lvin/mesa/tree/mesa-13.0.6-vallium
(4f83657c02867825ebbd3cc9e407eb989c8f8dee).
For build run:
./configure
On 14.02.2017 09:58, Jacob Lifshay wrote:
On Feb 14, 2017 12:18 AM, "Nicolai Hähnle" > wrote:
On 13.02.2017 17:54, Jacob Lifshay wrote:
the algorithm i was going to use would get the union of the sets
of live
On Feb 14, 2017 12:18 AM, "Nicolai Hähnle" wrote:
On 13.02.2017 17:54, Jacob Lifshay wrote:
> the algorithm i was going to use would get the union of the sets of live
> variables at the barriers (union over barriers), create an array of
> structs that holds them all, then
On 13.02.2017 17:54, Jacob Lifshay wrote:
the algorithm i was going to use would get the union of the sets of live
variables at the barriers (union over barriers), create an array of
structs that holds them all, then for each barrier, insert the code to
store all live variables, then end the for
Am 13.02.2017 um 03:17 schrieb Jacob Lifshay:
> forgot to add mesa-dev when I sent.
> -- Forwarded message --
> From: "Jacob Lifshay" <programmerj...@gmail.com
> <mailto:programmerj...@gmail.com>>
> Date: Feb 12, 2017 6:16 PM
> Subject
the algorithm i was going to use would get the union of the sets of live
variables at the barriers (union over barriers), create an array of structs
that holds them all, then for each barrier, insert the code to store all
live variables, then end the for loop over tid_in_workgroup, then run the
[ re-adding mesa-dev on the assumption that it got dropped by accident ]
On 13.02.2017 17:27, Jacob Lifshay wrote:
I would start a thread for each cpu, then have each thread run the
compute shader a number of times instead of having a thread per
shader
forgot to add mesa-dev when I sent (again).
-- Forwarded message --
From: "Jacob Lifshay" <programmerj...@gmail.com>
Date: Feb 13, 2017 8:27 AM
Subject: Re: [Mesa-dev] software implementation of vulkan for gsoc/evoc
To: "Nicolai Hähnle" <nhaeh...@g
On 13.02.2017 03:17, Jacob Lifshay wrote:
On Feb 12, 2017 5:34 PM, "Dave Airlie" > wrote:
> I'm assuming that control barriers in Vulkan are identical to barriers
> across a work-group in opencl. I was going to have a work-group be
a
forgot to add mesa-dev when I sent.
-- Forwarded message --
From: "Jacob Lifshay" <programmerj...@gmail.com>
Date: Feb 12, 2017 6:16 PM
Subject: Re: [Mesa-dev] software implementation of vulkan for gsoc/evoc
To: "Dave Airlie" <airl...@gmail.com>
> I'm assuming that control barriers in Vulkan are identical to barriers
> across a work-group in opencl. I was going to have a work-group be a single
> OS thread, with the different work-items mapped to SIMD lanes. If we need to
> have additional scheduling, I have written a javascript compiler
I'm assuming that control barriers in Vulkan are identical to barriers
across a work-group in opencl. I was going to have a work-group be a single
OS thread, with the different work-items mapped to SIMD lanes. If we need
to have additional scheduling, I have written a javascript compiler that
On 11 February 2017 at 09:03, Jacob Lifshay wrote:
> I would like to write a software implementation of Vulkan for inclusion in
> mesa3d. I wanted to use a tiled renderer coupled with llvm and either write
> or use a whole-function-vectorization pass. Would anyone be
by tiled renderer, I meant that I would split the render target into small
pieces, then, for each triangle, decide which pieces contains the triangle
and add that triangle to per-piece render lists. afterwards, I'd use the
constructed render lists and render all the parts of triangles in a piece,
Am 11.02.2017 um 00:03 schrieb Jacob Lifshay:
> I would like to write a software implementation of Vulkan for inclusion
> in mesa3d. I wanted to use a tiled renderer coupled with llvm and either
> write or use a whole-function-vectorization pass. Would anyone be
> willing to mentor me for this
I think vulkan is supposed to be reentrant already.
Jacob Lifshay
On Feb 10, 2017 3:38 PM, "Roland Mainz" wrote:
> On Sat, Feb 11, 2017 at 12:03 AM, Jacob Lifshay
> wrote:
> > I would like to write a software implementation of Vulkan for
On Sat, Feb 11, 2017 at 12:03 AM, Jacob Lifshay
wrote:
> I would like to write a software implementation of Vulkan for inclusion in
> mesa3d. I wanted to use a tiled renderer coupled with llvm and either write
> or use a whole-function-vectorization pass. Would anyone be
I would like to write a software implementation of Vulkan for inclusion in
mesa3d. I wanted to use a tiled renderer coupled with llvm and either write
or use a whole-function-vectorization pass. Would anyone be willing to
mentor me for this project? I would probably only need help getting it
21 matches
Mail list logo