On Thu, Apr 15, 2010 at 11:23 AM, Stefan Dösinger
wrote:
>
> Am 14.04.2010 um 20:45 schrieb Jason Green:
>> FYI, we encountered a game a while back which used a few shaders that
>> depended on being compiled with a particular version for d3dx9_##.dll.
>> There was a compiler bug which the game
Am 14.04.2010 um 20:45 schrieb Jason Green:
> FYI, we encountered a game a while back which used a few shaders that
> depended on being compiled with a particular version for d3dx9_##.dll. There
> was a compiler bug which the game engine knew about and accounted for. If
> you tried to use the
On Apr 14, 2010, at 1:48 PM, Matijn Woudt wrote:
>> I think you want to test if the compiled shader works instead of the
>> exact bytecode. Generating the same bytecode is probably way too hard,
>> fragile to test, and most likely not worth the effort.
>
> I think I should go for exact bytecode a
Am 14.04.2010 um 19:29 schrieb Henri Verbeet:
> I think you want to test if the compiled shader works instead of the
> exact bytecode. Generating the same bytecode is probably way too hard,
> fragile to test, and most likely not worth the effort.
Yep, comparing generated bytecode is not going to w
On Wed, Apr 14, 2010 at 7:30 PM, Roderick Colenbrander
wrote:
> On Wed, Apr 14, 2010 at 7:22 PM, Matijn Woudt wrote:
>> On Wed, Apr 14, 2010 at 6:47 PM, Matteo Bruni
>> wrote:
dlls/wineshader doesn't exist in that tree?
>>>
>>> Check if you are in the correct branch (should be the "co
On Wed, Apr 14, 2010 at 7:29 PM, Henri Verbeet wrote:
> On 14 April 2010 17:19, Matijn Woudt wrote:
>> I have thought about using LLVM, but I don't like it because of:
>> 1) Having another wine dependency (~40MB for me on ubuntu)
>> 2) Code generated by LLVM will most likely not generated exactly
On Wed, Apr 14, 2010 at 7:22 PM, Matijn Woudt wrote:
> On Wed, Apr 14, 2010 at 6:47 PM, Matteo Bruni
> wrote:
>>> dlls/wineshader doesn't exist in that tree?
>>>
>>
>> Check if you are in the correct branch (should be the "compiler"
>> branch in his tree).
>>
>
> Right, my mistake.
>
Lastly
On 14 April 2010 17:19, Matijn Woudt wrote:
> I have thought about using LLVM, but I don't like it because of:
> 1) Having another wine dependency (~40MB for me on ubuntu)
> 2) Code generated by LLVM will most likely not generated exactly the
> same bytecode as native compiler does, even though th
On Wed, Apr 14, 2010 at 6:47 PM, Matteo Bruni wrote:
>> dlls/wineshader doesn't exist in that tree?
>>
>
> Check if you are in the correct branch (should be the "compiler"
> branch in his tree).
>
Right, my mistake.
>>> Lastly, a bit on testing the compiler. I'm not sure trying to get
>>> exactl
On 4/14/10 10:36 AM, Reece Dunn wrote:
> On 14 April 2010 16:19, Matijn Woudt wrote:
>> I have thought about using LLVM, but I don't like it because of:
>> 1) Having another wine dependency (~40MB for me on ubuntu)
>> 2) Code generated by LLVM will most likely not generated exactly the
>> same byt
> dlls/wineshader doesn't exist in that tree?
>
Check if you are in the correct branch (should be the "compiler"
branch in his tree).
>> Lastly, a bit on testing the compiler. I'm not sure trying to get
>> exactly the same bytecode as native is a feasible objective: while for
>> an assembler prog
On 14 April 2010 16:19, Matijn Woudt wrote:
> I have thought about using LLVM, but I don't like it because of:
> 1) Having another wine dependency (~40MB for me on ubuntu)
> 2) Code generated by LLVM will most likely not generated exactly the
> same bytecode as native compiler does, even though th
On Wed, Apr 14, 2010 at 5:59 PM, Matteo Bruni wrote:
> 2010/4/14 Matijn Woudt :
>> On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger
>> wrote:
>>>
>>> Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
>>>
On 14 April 2010 15:07, Stefan Dösinger wrote:
>> 3) Implement the compiler in d3dcomp
2010/4/14 Matijn Woudt :
> On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger
> wrote:
>>
>> Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
>>
>>> On 14 April 2010 15:07, Stefan Dösinger wrote:
> 3) Implement the compiler in d3dcompiler_xx.
I wrote a basic HLSL compiler as university proje
On Wed, Apr 14, 2010 at 5:19 PM, Matijn Woudt wrote:
> On Wed, Apr 14, 2010 at 4:51 PM, Roderick Colenbrander
> wrote:
>> On Wed, Apr 14, 2010 at 4:38 PM, Matijn Woudt wrote:
>>> On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger
>>> wrote:
Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
On Wed, Apr 14, 2010 at 4:51 PM, Roderick Colenbrander
wrote:
> On Wed, Apr 14, 2010 at 4:38 PM, Matijn Woudt wrote:
>> On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger
>> wrote:
>>>
>>> Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
>>>
On 14 April 2010 15:07, Stefan Dösinger wrote:
>
On Wed, Apr 14, 2010 at 4:38 PM, Matijn Woudt wrote:
> On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger
> wrote:
>>
>> Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
>>
>>> On 14 April 2010 15:07, Stefan Dösinger wrote:
> 3) Implement the compiler in d3dcompiler_xx.
I wrote a basic HLSL
On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger wrote:
>
> Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
>
>> On 14 April 2010 15:07, Stefan Dösinger wrote:
3) Implement the compiler in d3dcompiler_xx.
>>> I wrote a basic HLSL compiler as university project in 2008, this is where
>>> part
Am 14.04.2010 um 15:44 schrieb Henri Verbeet:
> On 14 April 2010 15:07, Stefan Dösinger wrote:
>>> 3) Implement the compiler in d3dcompiler_xx.
>> I wrote a basic HLSL compiler as university project in 2008, this is where
>> part of the assembler code came from. Do you have the sources, do you
On 14 April 2010 15:07, Stefan Dösinger wrote:
>> 3) Implement the compiler in d3dcompiler_xx.
> I wrote a basic HLSL compiler as university project in 2008, this is where
> part of the assembler code came from. Do you have the sources, do you need
> them?
>
Quite frankly, I also believe that's
On Wed, Apr 14, 2010 at 3:07 PM, Stefan Dösinger wrote:
>
> Am 14.04.2010 um 13:08 schrieb Matijn Woudt:
>> 2) Move the assembler to d3dcompiler_xx.dll and forward calls from
>> d3dx9. This is needed because the assembler and compiler can share the
>> same bytecode writer this way.
> When Mattheo
Am 14.04.2010 um 13:08 schrieb Matijn Woudt:
> 2) Move the assembler to d3dcompiler_xx.dll and forward calls from
> d3dx9. This is needed because the assembler and compiler can share the
> same bytecode writer this way.
When Mattheo implemented the assembler in the gsoc project we decided to put
On 14 April 2010 13:08, Matijn Woudt wrote:
> Hi,
>
> I'm about to implement the HLSL compiler, but I want to make sure I'm
> taking the right direction.
> For the compiler:
> preprocessor(wpp)->hlslparser/compiler(lex/bison)->bytecode
> writer(same as for the shader assembler).
> Now the question
Hi,
I'm about to implement the HLSL compiler, but I want to make sure I'm
taking the right direction.
For the compiler:
preprocessor(wpp)->hlslparser/compiler(lex/bison)->bytecode
writer(same as for the shader assembler).
Now the question is where to implement the compiler. It can be called
from a
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