Displaying 5 results from an estimated 5 matches for "float4x4".
2011 Nov 02
5
[LLVMdev] About JIT by LLVM 2.9 or later
...elp when you are busing.
I am working on an open source project. It supports shader language
and I want JIT feature, so LLVM is used.
But now I find the ABI & Calling Convention did not co-work with MSVC.
For example, following code I have:
struct float4 { float x, y, z, w; };
struct float4x4 { float4 x, y, z, w; };
float4 fetch_vs( float4x4* mat ){ return mat->y; }
Caller:
// ...
float4x4 mat; // Initialized
float4 ret = fetch(mat); // fetch is JITed by LLVM
float4 ret_vs = fetch_vs(mat)
// ...
Callee(LLVM):
%vec4 = type { float, float, float, float }
%mat44 = type { %vec4, %ve...
2011 Mar 29
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...e 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 = { <4 x float> !0 }
%struct.v2p = { <4 x float> !0 }
!0 = metadata !{ <something that indicates this is a position at...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...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 = { <4 x float> !0 }
> %struct.v2p = { <4 x float> !0 }
>
> !0 = metadata !{ &...
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