XDS 2008: GLSL, Radeon, Graphics Testing

Posted by Michael Larabel on September 04, 2008

This morning Tungsten Graphics was speaking at XDS 2008 about the status of Gallium3D. However, the rest of the day is filled with a variety of other OpenGL and graphics related talks. Intel's Gordon Jin had talked about Intel's community testing process, Jerome Glisse had talked about a few aspects of the open-source Radeon drivers, and Ian Romanick just gave a talk on GLSL (GL Shading Language).

Intel Graphics Testing:

- AutoBuildAutoTest - Intel's suite for building from source the driver components and running its tests.
- Call for increased quality of bug reports.
- Intel wants more community testers. Intel community team created to have test coverage for their old hardware.

Radeon:

- R100-200: No Gallium support planned and limited development restricted to kernel mode-setting and memory management.
- R300-400: Gallium, Vertex shader, pixel shader, memory management, and kernel mode-setting planned.
- R500: Vertex shader, pixel shader, support loop with limited depth, kernel mode-setting through AtomBIOS, memory management, and power management.
- R600/700: Unified pixel/vertex shader, complex, drawing triangle, power management is critical.
- R500 3D support should be the same as the R300/400 support.
- Command Submission is easier with modern ATI hardware where it takes a hardware formatted stream that can be sent directly to the hardware.
- Producing hardware shader code from a high-level shading language like GLSL is one of their biggest tasks ahead.
- Kernel mode-setting for R100 to R400 was ported from their DDX code and for the R500 series and lter it's using the new AtomBIOS parser.
- The ATI support will use the GEM API but underlying code will be powered by TTM.

GLSL:

- Language extensions allow many language intrinsics to be written in GLSL: __constructor, _operator, __asm.
- GLSL 1.30 support not even started.
- Really Bad State: one-off parser generator, linker can't support multiple compilation units on the same shader target, ARB_fragment_program is the IR.
- Desired infrastructure: sensible parser infrastructure, back-end independent IR, parser re-written using flex and bison.
- Language features they want: A compliant linker, real integer support, and full GLSL 1.20 and 1.30 support.
- Other features needed: geometry shader support, code-generator generator.
- Assembly shaders to MIR (modeled after GCC).
- Current GLSL infrastructure will continue on for at least a year.

There wasn't anything pertinent shared during the Intel graphics talk and much of the Radeon information isn't new if you're a faithful Phoronix reader staying up to date with the latest news, but the GLSL talk had shed some new light on Ian's (and Intel's) plans for GLSL within Mesa. Quite a few improvements for GLSL are planned including support for GLSL 1.30, which came as part of OpenGL 3.0.

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