Re: [Mesa-dev] Flatland

2014-02-12 Thread Kenneth Graunke
On 02/06/2014 09:34 PM, Connor Abbott wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. [snip] Hi Connor! I agree 100%. The current tree IR is nice as a simplified AST of sorts, but it's really not at all

Re: [Mesa-dev] Flatland

2014-02-07 Thread Timothy Arceri
For those interested Ian's talk is available here: http://video.fosdem.org/2014/H1301_Cornil/Saturday/Three_Years_Experience_with_a_Treelike_Shader_IR.webm On Fri, 2014-02-07 at 00:34 -0500, Connor Abbott wrote: Hi, So I believe that we can all agree that the tree-based representation that

Re: [Mesa-dev] Flatland

2014-02-07 Thread Alex Deucher
On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those that didn't watch Ian Romanick's talk at FOSDEM, I'll reiterate

Re: [Mesa-dev] Flatland

2014-02-07 Thread Erik Faye-Lund
On Fri, Feb 7, 2014 at 6:34 AM, Connor Abbott cwabbo...@gmail.com wrote: - It turns out that the original advantage of a tree-based IR, to be able to automatically generate pattern-matching code for optimizing certain code patterns, only really matters for CPU's with weird instruction sets

Re: [Mesa-dev] Flatland

2014-02-07 Thread Christian König
Am 07.02.2014 16:49, schrieb Alex Deucher: On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those that didn't watch Ian

Re: [Mesa-dev] Flatland

2014-02-07 Thread Tom Stellard
On Fri, Feb 07, 2014 at 05:20:12PM +0100, Christian König wrote: Am 07.02.2014 16:49, schrieb Alex Deucher: On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for

Re: [Mesa-dev] Flatland

2014-02-07 Thread Tom Stellard
On Fri, Feb 07, 2014 at 10:49:01AM -0500, Alex Deucher wrote: On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those

Re: [Mesa-dev] Flatland

2014-02-07 Thread Rob Clark
On Fri, Feb 7, 2014 at 11:20 AM, Christian König deathsim...@vodafone.de wrote: Am 07.02.2014 16:49, schrieb Alex Deucher: On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR

Re: [Mesa-dev] Flatland

2014-02-07 Thread Ian Romanick
On 02/07/2014 07:49 AM, Alex Deucher wrote: On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those that didn't watch Ian

Re: [Mesa-dev] Flatland

2014-02-07 Thread Ian Romanick
On 02/06/2014 09:34 PM, Connor Abbott wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those that didn't watch Ian Romanick's talk at FOSDEM, I'll reiterate some of the problems with it

Re: [Mesa-dev] Flatland

2014-02-07 Thread Tom Stellard
On Fri, Feb 07, 2014 at 02:52:15PM -0500, Rob Clark wrote: On Fri, Feb 7, 2014 at 11:20 AM, Christian König deathsim...@vodafone.de wrote: Am 07.02.2014 16:49, schrieb Alex Deucher: On Fri, Feb 7, 2014 at 12:34 AM, Connor Abbott cwabbo...@gmail.com wrote: Hi, So I believe that we

Re: [Mesa-dev] Flatland

2014-02-07 Thread Connor Abbott
On Fri, Feb 7, 2014 at 3:13 PM, Ian Romanick i...@freedesktop.org wrote: On 02/06/2014 09:34 PM, Connor Abbott wrote: Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those that didn't watch Ian

[Mesa-dev] Flatland

2014-02-06 Thread Connor Abbott
Hi, So I believe that we can all agree that the tree-based representation that GLSL IR currently uses for shaders needs to go. For the benefit of those that didn't watch Ian Romanick's talk at FOSDEM, I'll reiterate some of the problems with it as of now: - All the ir_dereference chains blow up