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Corbin Simpson wrote:
> The biggest problems I had when trying to write an r300 backend for
> LLVM were largely because of the massively specialized nature of
> pre-Dx10 GPUs, which are closer to DSPs than anything LLVM normally
> targets. In particula
On Mon, Oct 18, 2010 at 12:27 PM, José Fonseca wrote:
> On Mon, 2010-10-18 at 10:52 -0700, Keith Whitwell wrote:
>> On Mon, Oct 18, 2010 at 9:18 AM, Jerome Glisse wrote:
>> > On Fri, Oct 15, 2010 at 7:44 PM, John Kessenich wrote:
>> >> Hi,
>> >> LunarG has decided to work on an open source, long
On Mon, 2010-10-18 at 10:52 -0700, Keith Whitwell wrote:
> On Mon, Oct 18, 2010 at 9:18 AM, Jerome Glisse wrote:
> > On Fri, Oct 15, 2010 at 7:44 PM, John Kessenich wrote:
> >> Hi,
> >> LunarG has decided to work on an open source, long-term, highly-functional,
> >> and modular shader and kernel
Yes, nicely put Keith.
If the effort to make this work is not worth the benefit of standardizing
and picking up the LLVM optimizations, finding out sooner is better than
later. Hence, any specific reasons why that would be the case are most
appreciated.
Jerome has a good point about the final re
On Mon, Oct 18, 2010 at 9:18 AM, Jerome Glisse wrote:
> On Fri, Oct 15, 2010 at 7:44 PM, John Kessenich wrote:
>> Hi,
>> LunarG has decided to work on an open source, long-term, highly-functional,
>> and modular shader and kernel compiler stack. Attached is our high-level
>> proposal for this com
On Fri, Oct 15, 2010 at 7:44 PM, John Kessenich wrote:
> Hi,
> LunarG has decided to work on an open source, long-term, highly-functional,
> and modular shader and kernel compiler stack. Attached is our high-level
> proposal for this compiler architecture (LunarGLASS). We would like to
> solicit