In Gallium3D currently we're using TGSI intermediate representation. It's a fairly neat representation with instruction semantics matching those from relevant GL extensions/specs. If you're familiar with D3D you know that there are subtle differences between seemingly similar instructions in both APIs. Modern hardware tends to follow the D3D semantics more closely than the GL ones.
Some of the differences include:
- Indirect addressing offsets, in GL offsets are between -64 to +63, while D3D wants them >= 0.
- Output to temporaries. In D3D certain instructions can only output to temporary registers while TGSI doesn't have that requirement.
- Branching. D3D has both if_comp and setp instructions which can perform essentially any of the comparisons, while we immitate them with a SLT (set on less than) or similar with a IF instruction with semantics of the one in GL_NV_fragment_program2.
- Looping.
Especially because there's a lot generic transformations that really should be done on the IR itself. A good example of that includes code injections due to missing pieces of the API state on a given GPU, e.g. shadow texturing, including the compare mode, compare function and the shadow ambient value, which if the samplers on the given piece of hardware don't support need to be emulated with code injections after each sampling operation which utilizes the sampler that had the above mentioned state set on it.
Unfortunately right now the LLVM code in Gallium is far from finished. Due to looming deadlines on various projects I never got to spend the amount of time that is required to get in shape.
I'll be able to piggy back some of the LLVM work on top of the OpenCL state tracker code which is exciting.
Also, has anyone noticed that the last two blogs had no asides or any humor in them? I'm experimenting with "just what I want to say and nothing more" style of writing, wondering if it indeed, will be easier to read.