Mailinglist Archive: radeonhd (365 mails)

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Re: [radeonhd] [PATCH] R6xx/R7xx cleanup: Move shaders to seperate files.
  • From: Alex Deucher <alexdeucher@xxxxxxxxx>
  • Date: Sun, 1 Mar 2009 19:03:43 -0500
  • Message-id: <a728f9f90903011603q25563dadk62b86108fc48e83b@xxxxxxxxxxxxxx>
On Sun, Mar 1, 2009 at 6:27 PM, Christian König <deathsimple@xxxxxxxxxxx> wrote:
Am Sonntag, den 01.03.2009, 13:38 -0500 schrieb Alex Deucher:
Can you split all these changes out as separate patches?  E.g.,
- fix comments
- fix shader typos
- etc.

Done, patches attached.


Thanks.

Am Sonntag, den 01.03.2009, 10:28 -0800 schrieb Yang Zhao:
As for the comments, looks like the assembly-like instructions didn't
make the transition. It's probably a good idea to retain those, as the
macro-driven shader code is extremely hard to parse for a new-comer
otherwise.
I included the original assembler shader code into the generated
output.

Also, IIRC, planar and packed Xv actually uses identical pixel
shaders, so the two can probably be merged into one.
But they use different texture fetch commands, so i don't think they can
be merged easyly, or am i missing something?

yeah, that's the only difference. I was planning to add both tex
fetch clauses to the same shader and select between the using boolean
constant. I have similar plans for the composite ps.


Am Sonntag, den 01.03.2009, 10:28 -0800 schrieb Yang Zhao:
I would also like to suggest grouping the files more logically by
subcomponent and function as opposed to one-per-file.
Am Sonntag, den 01.03.2009, 13:38 -0500 schrieb Alex Deucher:
Also, I think I'd prefer to move the shaders into one file rather a
separate file for each one.
Ok, i put all shaders into one file then.

Am Sonntag, den 01.03.2009, 13:38 -0500 schrieb Alex Deucher:
Ideally we'd use a shader compiler and we'd write the shaders in glsl
or some other IR, but we don't have one released yet.
For a compiler we would first need an assembler/disassembler.
So is anybody working on an assembler/disassembler already?
Or can i start writing BNF for yacc/bison?

We have an internal one that's under IP review for eventual release
hopefully. r600_demo also inlcudes a dis-assembler (convert_shader.c)
which converts binary shaders into macro form.


Alex


Or should we stick with an simpler form?
Somethink like an awk or perl script?

Bye, Christian.

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