On Thursday 10 December 2009 16:57:09 Igor Oliveira wrote:
> On Thu, Dec 10, 2009 at 6:32 AM, Zack Rusin <[email protected]> wrote:
> > On Wednesday 09 December 2009 20:30:56 Igor Oliveira wrote:
> >> Hi Zack,
> >>
> >> 1) agreed. OpencCL is a complete different project and should exist in
> >> a different repository.
> >> 1.1) Well use Gallium as CPU backend is a software dilemma:
> >> "All problems in computer science can be solved by another level of
> >> indirection...except for the problem of too many layers of
> >> indirection"
> >> But in my opinion we can use Gallium for CPU operations too, using
> >> gallium as a backend for all device types we maintain a code
> >> consistency.
> >
> > Yes, it will certainly make the code a lot cleaner. I think using
> > llvmpipe we might be able to get it working fairly quickly. I'll need to
> > finish a few features in Gallium3d first. In particular we'll need to
> > figure out how to handle memory hierarchies, i.e. private/shared/global
> > memory accesses in shaders. Then we'll have some basic tgsi stuff like
> > scatter reads and writes to structured buffers, types in tgsi (int{8-64},
> > float, double}, barrier and memory barrier instructions, atomic reduction
> > instructions, performance events and likely trap/breakpoint instructions.
> > We'll be getting all those fixed within the next few weeks.
> >
> > z
> 
> right,
> So until fix that issues i would be working in building system(i have
> many hacked things here), create an unit test environment and finish
> the patchs(that i sent to you) to implement all things used in OpenCL
> documentation(like errors handler in context creating).

That sounds great Igor.

> Other thing that could be done or started is the api_memory, you
> already implemented some cpu_buffers operations, right? or i am wrong?

That was a while back, all of that code should likely go. I think we'll end up 
needing something like D3D11_BIND_UNORDERED_ACCESS and 
D3D11_RESOURCE_MISC_BUFFER_STRUCTURED flags in Gallium3d but we can tackle that 
later.

z

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