similar to: Generating OpenGL shaders from Direct3D shader bytecode

Displaying 20 results from an estimated 7000 matches similar to: "Generating OpenGL shaders from Direct3D shader bytecode"

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
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
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
On 3/29/11 5:14 AM, Justin Holewinski wrote: > On Mon, Mar 28, 2011 at 9:22 PM, Charles Davis <cdavis at mymail.mines.edu > <mailto: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
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
On Mar 29, 2011, at 9:02 AM, Charles Davis wrote: > On 3/29/11 5:14 AM, Justin Holewinski wrote: >> On Mon, Mar 28, 2011 at 9:22 PM, Charles Davis <cdavis at mymail.mines.edu >> <mailto: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
2005 Jul 29
0
[LLVMdev] How to define complicated instruction in TableGen (Direct3D shader instruction)
Actually the problems that Tzu-Chien Chiu are encountering are similar to what should be done for generating SSE code in the X86 backend and also other SIMD instruction sets. I think LLVM neeeds to add instructions for permuting components, extracting and injecting elements in packed types. If the architecture has instructions which can do permutations for each instruction (for example
2008 Jun 15
3
bug report howto pixel shader
i am running ultima online : Kingdom Reborn and if i leave the default for pixel shader the game login screen shows a blank screen with the mouse shown but if i goto winecfg graphics and uncheck pixel shader the game intro screen and login screen show up and i am able to play the game as usual (with minor bugs) what i am wondering is how do i get the info if any to report a bug ( i was advised to
2005 Jul 27
3
[LLVMdev] How to define complicated instruction in TableGen (Direct3D shader instruction)
Each register is a 4-component (namely, r, g, b, a) vector register. They are actually defined as llvm packed [4xfloat]. The instruction: add_sat r0.a, r1_bias.xxyy, r3_x2.zzzz Explaination: '.a' is a writemask. only the specified component will be update '.xxyy' and '.zzzz' are swizzle masks, specify the component permutation, simliar to the Intel SSE permutation
2015 Feb 11
3
[LLVMdev] LLVM as an OpenGL backend
Would it be feasible to compile LLVM IR into shading language assembler? If so, is this already being done? This would provide the obvious benefits of not having to differentiate between GLSL and HLSL (et al.) and the pleasure of using some other language to write and test the shader's that have support as an LLVM frontend. I've googled and found nothing about this. The only LLVM and
2008 May 24
2
First-time wine user, having problems with Direct3D and EE2
I'm a first time wine user, though long time Linux user, so excuse me if my question is documented somewhere. I've searched, here and google without success thus far. Looking through AppDB, I noticed that EE2 (Empire Earth 2) seems to work well with wine, so I decided to try this as my first attempt to use wine. Unfortunately, I get the following errors: "Failed to create Direct3D
2015 Feb 11
2
[LLVMdev] LLVM as an OpenGL backend
> On Feb 11, 2015, at 11:37 AM, Tom Stellard <tom at stellard.net> wrote: > > On Wed, Feb 11, 2015 at 04:06:10PM +0000, Sam Kellett wrote: >> Would it be feasible to compile LLVM IR into shading language assembler? If >> so, is this already being done? >> > > The R600 backend does this in conjunction with the Open Source mesa3D > project:
2006 Apr 08
0
[LLVMdev] RE: LLVM extension v.s. DirectX Shaders
Way back on Wed Dec 14, 2005, Tzu-Chien Chiu wrote: > To write a compiler for Microsoft Direct3D shaders from our hardware, > I have a program which translates the Direct3D shader assembly to LLVM > assembly. I added several intrinsics for this purpose. > It's a vector ISA and has some special instructions like: > * rcp (reciprocal) > ... > These operations are very
2005 Dec 15
3
[LLVMdev] Vector LLVM extension v.s. DirectX Shaders
Dear all: To write a compiler for Microsoft Direct3D shaders from our hardware, I have a program which translates the Direct3D shader assembly to LLVM assembly. I added several intrinsics for this purpose. It's a vector ISA and has some special instructions like: * rcp (reciprocal) * frc (the fractional portion of each input component) * dp4 (dot product) * exp (exponential) * max, min These
2007 Sep 27
3
[LLVMdev] Vector swizzling and write masks code generation
Hey, as some of you may know we're in process of experimenting with LLVM in Gallium3D (Mesa's new driver model), where LLVM would be used both in the software only (by just JIT executing shaders) and hardware (drivers will implement LLVM code-generators) cases. While the software only case is pretty straight forward I just realized I missed something in my initial evaluation. That
2005 Dec 15
0
[LLVMdev] Vector LLVM extension v.s. DirectX Shaders
On Thu, 15 Dec 2005, Tzu-Chien Chiu wrote: > To write a compiler for Microsoft Direct3D shaders from our hardware, > I have a program which translates the Direct3D shader assembly to LLVM > assembly. I added several intrinsics for this purpose. > It's a vector ISA and has some special instructions like: > * rcp (reciprocal) > * frc (the fractional portion of each input
2014 Sep 13
2
[LLVMdev] [PATCH][RFC]: Add fmin/fmax intrinsics
On Fri, Sep 12, 2014 at 3:04 PM, Owen Anderson <resistor at mac.com> wrote: > > On Sep 12, 2014, at 2:24 PM, Owen Anderson <resistor at mac.com> wrote: > > > On Sep 12, 2014, at 10:27 AM, Dan Gohman <dan433584 at gmail.com> wrote: > > >> More generally, I don’t see a compelling reason for LLVM to add intrinsic >> support for the version you’re
2016 May 22
3
Shader bytecode JIT
Hi all. I'm writing a remote 2D graphics API for embedded devices. It includes a little GLSL 1.0-esque shader language, which is compiled to executable SSE code at runtime. Is LLVM a good fit for this sort of thing? At the moment I'm compiling NASM into my code, but it doesn't do any register allocation (which is why I'm considering LLVM). I don't want to add too much bloat
2007 Mar 19
2
OpenGL and Wine on iMac/OS X (x86)
Hello, first of all - sorry for my bad english. I need some help building wine on my x86 mac. I don't have any problems building it using the description on "WineHQ.org" but i have problems editing the script enabling D3D / OpenGL support Building Wine i receive the following warning message indicating that D3D / OpenGL support is disabled: "configure: WARNING: Wine will be
2010 May 30
6
World of Warcraft OpenGL render problem
I've searched through whole internet, but didn't find any solution. First of all i want to clear some things: 1. No, there's nothing wrong with my video card 2. Yes, I've latest drivers 3. Yes, I've installed wow to my ext4 partition 4. Yes, my OpenGL is working fine. I have some other games - opengl renderer is working like a charm on them 5. My copy of wow is fine too. I can
2006 Jul 19
5
Problems with newest Wine versions (.16, .17)
Hello, To get straight into the subject at hand, it seems that the two latest wine versions (.16, .17) have broken some of my applications (Planescape and Carmageddon, in particular). These applications used to work perfectly in .15, so I'm led to think that the problems are due to the extensive changes done in the Direct3D area.The output seems to confirm these thoughts. Now, I'm not
2010 Jun 29
2
Direct3D8 is not available without opengl
I has this problem by Alex on Tuesday December 25th 2007, 11:31 LFS don't start in Gutsy (Ubuntu 7.10) with Wine 0.9.51 After game launching I see MessageBox "Could not write to data folder - is LFS correctly installed on a hard drive?". Does anyone know something about this trouble? and help me this