-Status
-======
-
-Done so far is:
-
- - the whole fragment pipeline is code generated in a single function
-
- - input interpolation
-
- - depth testing
-
- - texture sampling (not all state/formats are supported)
-
- - fragment shader TGSI translation
- - same level of support as the TGSI SSE2 exec machine, with the exception
- we don't fallback to TGSI interpretation when an unsupported opcode is
- found, but just ignore it
- - done in SoA layout
- - input interpolation also code generated
-
- - alpha testing
-
- - blend (including logic ops)
- - both in SoA and AoS layouts, but only the former used for now
-
- - code is generic
- - intermediates can be vectors of floats, ubytes, fixed point, etc, and of
- any width and length
- - not all operations are implemented for these types yet though
-
-Most mesa/progs/demos/* work.
-
-To do (probably by this order):
-
- - code generate stipple and stencil testing
-
- - translate the remaining bits of texture sampling state
-
- - translate TGSI control flow instructions, and all other remaining opcodes
-
- - integrate with the draw module for VS code generation
-
- - code generate the triangle setup and rasterization
-
-