- depth testing
- - texture sampling (not all state/formats are supported)
+ - texture sampling
+ - 1D/2D/3D/cube maps supported
+ - all texture wrap modes supported
+ - all texture filtering modes supported
+ - perhaps not all texture formats yet supported
- fragment shader TGSI translation
- same level of support as the TGSI SSE2 exec machine, with the exception
- 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
See /proc/cpuinfo to know what your CPU supports.
- - LLVM 2.6.
+ - LLVM 2.6 (or later)
For Linux, on a recent Debian based distribution do:
http://people.freedesktop.org/~jrfonseca/llvm/ and set the LLVM environment
variable to the extracted path.
+ The version of LLVM from SVN ("2.7svn") from mid-March 2010 seems pretty
+ stable and has some features not in version 2.6.
+
- scons (optional)
- udis86, http://udis86.sourceforge.net/ (optional):
then skim through the lp_bld_* functions called in there, and the comments
at the top of the lp_bld_*.c functions.
-- All lp_bld_*.[ch] are isolated from the rest of the driver, and could/may be
- put in a stand-alone Gallium state -> LLVM IR translation module.
+- The driver-independent parts of the LLVM / Gallium code are found in
+ src/gallium/auxiliary/gallivm/. The filenames and function prefixes
+ need to be renamed from "lp_bld_" to something else though.
- We use LLVM-C bindings for now. They are not documented, but follow the C++
interfaces very closely, and appear to be complete enough for code
generation. See
http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html
for a stand-alone example.
+ See the llvm-c/Core.h file for reference.