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2011 Mar 29
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...- Decorate the struct members with metadata I'm leaning towards the latter one. > > Perhaps a simple example would be nice, showing a very simple LLVM IR > input and the (proposed) bytecode output. How about this (this is from http://www.neatware.com/lbstudio/web/hlsl.html)? struct a2v { float4 position : POSITION; }; struct v2p { float4 position : POSITION; }; void main(in a2v IN, out v2p OUT, uniform float4x4 ModelViewMatrix) { OUT.position = mul(IN.position, ModelViewMatrix); } This would generate something like this (assuming I took the metadata route): %struct.a2v...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...t's a fine choice. See, for example, TBAA. -Jim >> >> Perhaps a simple example would be nice, showing a very simple LLVM IR >> input and the (proposed) bytecode output. > How about this (this is from > http://www.neatware.com/lbstudio/web/hlsl.html)? > > struct a2v { > float4 position : POSITION; > }; > > struct v2p { > float4 position : POSITION; > }; > > void main(in a2v IN, out v2p OUT, uniform float4x4 ModelViewMatrix) { > OUT.position = mul(IN.position, ModelViewMatrix); > } > > This would generate something like...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
On Mon, Mar 28, 2011 at 9:22 PM, Charles Davis <cdavis at mymail.mines.edu>wrote: > Here's the other of my proposals for this year's Google Summer of Code. > (The first is on cfe-dev.) It was suggested to me by Dan Kegel (from the > Wine project, they really want this). > > Title: Microsoft Direct3D shader bytecode backend > > Abstract: > > There is a
2011 Mar 29
3
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
Here's the other of my proposals for this year's Google Summer of Code. (The first is on cfe-dev.) It was suggested to me by Dan Kegel (from the Wine project, they really want this). Title: Microsoft Direct3D shader bytecode backend Abstract: There is a distinct lack of open-source frameworks for compiling HLSL, the shader language used by Direct3D, into bytecode that D3D can