Re: [dev] Surf update

From: <sylvain.bertrand_AT_gmail.com>
Date: Mon, 29 May 2017 14:41:49 +0000

On Sun, May 28, 2017 at 01:39:58PM +0200, Laslo Hunhold wrote:
> On Sat, 27 May 2017 12:34:14 +0000
> sylvain.bertrand_AT_gmail.com wrote:
> > On GPU shaders, no salvation, a SPIR-V compiler has to be written
> > from scratch and some mistakes in the specifications made it far from
> > trivial. But it's far from the abyssal work needed on the web front
> > (to keep complexity in check, you must pre-build the vector control
> > paths from blocks).
>
> I honestly don't have a lot to do with GPU shaders. What's wrong with
> OpenCL?

It's about vulkan/spir-v, the "light" replacement of opengl/opencl (dota2 has
already a vulkan build). The shader language is spir-v and it's close to a
vectorized compiler intermediate language, there is no more C/c++ like
languages "in the specs". That allows abysmal complexity differences in the
driver stack. The maintenance of the complexity of C/c++ like languages is
off-loaded to the application developers. In the open source world, namely in
mesa, the amd spir-v compiler is still c++ and still using llvm... I start to
wonder if unrolling llvm c++ code related to the amd spir-v compiler would be something
reasonable as a time-to-time one man job (wild guess: it's not).

-- 
Sylvain
Received on Mon May 29 2017 - 16:41:49 CEST

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