version of LLVM that version wants to pick up.
Should just be a natural part of the re-link you do when switching between
branches.
JohnK
On Wed, Aug 27, 2014 at 1:57 PM, Rob Clark wrote:
> On Wed, Aug 27, 2014 at 2:26 PM, John Kessenich wrote:
> > Hi,
> >
> > If Mesa used
Hi Connor,
Lots of good work in defining a new IR.
I would like to address the LLVM issues: LunarG's LunarGLASS conventions
on LLVM IR generally solve these problems: It has algorithms to re-deduce
structured control flow, and if you just want to use LLVM IR as an
intermediate language, it could
Interesting points Jose. It turns LLVM IR is an IR that works well for
both uses. Slicing it a bit differently, if you were to look at just a
"binary language" (that is, not a "binary representation"), it is
a) the *language* is good for communicating between different layers
b) the *representa
Note that it is easy to add swizzle, saturate, clamp, etc. intrinsics to
LLVM IR. Going a step further, LunarGLASS adds these, and then asks the
current back end what it would like to see (back-end queries).
If a back end says it likes a particular form, then LunarGLASS can
transform the LLVM IR
Hi,
If Mesa used an LLVM IR for it's shader compiler stack, it would most likely
- Pick a specific shipped version. Shipped versions are stable and
unchanging. Upgrading to a newer version would be done only by choice, on
Mesa's schedule.
- Not bring the source into mesa: it works p
Hi Tom,
On 6/10/2014 12:03 PM, Tom Stellard wrote:
On Sat, Jun 07, 2014 at 01:24:39PM -0700, Greg Fischer wrote:
LunarG, with support from Valve, announces the GlassyMesa project, an
effort to bring the LLVM compiler infrastructure to Mesa.
This is very interesting. Have you done any testing
site, and barring some possible permissions/access problems,
others are welcome to join in.
Thanks,
<http://code.google.com/p/lunarglass/wiki/NextSteps>JohnK
On Wed, Feb 2, 2011 at 7:09 PM, John Kessenich wrote:
> Hi,
>
> Last November's discussion of LunarG's plan to bu
Hi,
Last November's discussion of LunarG's plan to build a common shader
compiler stack with LLVM led to
1. Needing to see a definition of the IRs
2. Needing to experiment with translating these IRs to/from graphical
languages
We are exploring both these and are making these available through
52 AM, 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 modula