On Wed, Apr 14, 2010 at 4:27 PM, Stefan Dösinger <stefandoesin...@gmx.at> wrote: > > Am 14.04.2010 um 15:44 schrieb Henri Verbeet: > >> On 14 April 2010 15:07, Stefan Dösinger <stefandoesin...@gmx.at> 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 where some of the issues in the >> early versions of those assembler patches came from. I don't know if >> that compiler has seen any work since 2008, but I'd be careful with >> taking it as too much of an example. > Yep, I recommend using Mattheo's code if possible. He has rebased my old code > and fixed a bunch of issues. Beyond that, my compiler is fairly minimalistic. > I think it supports most features except arrays(needs loop unrolling > support). However, the optimizer is fairly simplistic. For better > optimizations you may want to investigate SSA transformations and related > stuff. I guess perfect optimization isn't a requirement for a first version > though.
First thing would probably be cleaning up and getting something minimal past AJ. > > Just in case my git tree is here: http://84.112.174.163/~stefan/wine/ . It's > not online all the time, and I am not guaranted a fixed IP(although it hasn't > changed in years), so check it out as long as you can if you need it. > Am I supposed to find your compiler code there? It seems like a git tree of ages ago (where d3dx9_36 only contains math and font code).