This repository has been archived by the owner on Jun 10, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 22
/
Todo.txt
137 lines (130 loc) · 8.66 KB
/
Todo.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
Note: Also see the front-end TODO list; this is not a complete list for the front end, just the adapter.
LunarGLASS/GOO LLVM
+ Loop issues for LunarGLASS core
- handle all derived classes of constant
+ move to LLVM 3.4
Adapters and Common Builder
+ read/write from variably chosen vector component
+ discard from a function
+ fModf() support
+ test thread safety
+ some parts of code don't handle complex nesting within in/out structures
- do different declaration decorations reusing the same structure need to replicate the heirarchical decorations?
Performance
+ handle variable indexing of IO arrays without copying entire shadow array
+ code motion across conditionals increasing register pressure
v - preserve more inductive loop forms?
v - create fewer additional overlapping lifetimes by phi-removal: need better out-of-SSA algorithm
v - matrix intrinsics
v - forward substitute built-in calls
+ finish functionality in recent tests; e.g. 400.tesc not working right (and differently between windows and linux)
- fix difference between fReadData and fReadInterpolant: LLVM is optimizing multiple uses of one but not the other
+ remove constant-aggregate copying
Canonicalization
v - filter IO that's dead after optimization .... or don't.... instead don't include IO in the canonicalization string
v - lhs names based on rhs content
Compressibility
v - hopefully helped by same things that help canonicalization
+ remove most the white space and shorten the base strings like 'constX' -> 'cX', etc. (all this saves 7% in an experiment)
Delivery checklist
. update all TODO
. all copyrights correct?
. all components on linux
. all components compile on MSVC debug
. all components compile on MSCV release
. memory leak tests
. all other tests
. list of changes
. update documentation
Shader Functionality to Implement/Finish
GLSL 1.2 (Non-ES)
- Allow initializers on uniform declarations. The value is set at link time.
GLSL 1.3 (Non-ES)
- non-perspective (linear) interpolation (noperspective)
GLSL 1.5 (Non-ES)
- Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language).
- Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize().
+ Broadened interface blocks from just uniforms to in and out interfaces as well.
- Broaden array usage to include vertex shader inputs (vertex in).
+ Added geometry shaders. This includes targeting layers in FBO rendering.
+ geometry shader built-ins
+ geometry shader layouts: they must be declared, telling the system the primitive input and output types and maximum number of vertices.
+ other geometry shader features?
GLSL 4.0
+ tessellation control stage and tessellation evaluation stage. Includes barrier() built-in for synchronization.
+ patch in, patch out
+ input/output arrays
+ built-in variables, functions, and constants
+ layout qualifiers for primitive types
- Polymorphic functions: Run-time selection of what function gets called, through the new keyword subroutine.
- 64bit floating point numbers with the new type keyword double. Built-in functions extended for doubles, and new function matching rules are added to both allow implicit conversions when calling a function and preserve most existing function matching once doubles are included.
- Cube map array textures and texture functions texture(), textureSize(), textureLod(), and textureGrad().
- Per-sample shading. Including sample input mask gl_SampleMaskIn[] and per-sample interpolation, with explicit interpolation built-ins interpolateAtCentroid(), interpolateAtSample(), and interpolateAtOffset().
- New precise qualifier to disallow optimizations that re-order operations or treat different instances of the same operator with different precision.
- Add a fused multiply and add built-in, fma(), in relation to the new precise qualifier. (Because “a * b + c” will require two operations under new rules for precise.)
- Added new built-in floating-point functions
- frexp() and ldexp()
- packUnorm2x16(), packUnorm4x8(),packSnorm4x8(), and packDouble2x32()
- unpackUnorm2x16(), unpackUnorm4x8(),unpackSnorm4x8(), and unpackDouble2x32()
- Add new built-in integer functions
- uaddCarry() andusubBorrow()
- umulExtended() andimulExtended()
- bitfieldExtract() andbitfieldInsert()
- bitfieldReverse()
- bitCount(),findLSB(), andfindMSB()
- New built-in to query LOD, textureQueryLod().
+ Texture gather functions that return four texels with a single call.
+ textureGather()
+ textureGatherOffset()
+ textureGatherOffsets()
+ Add streams out from geometry shader. Output can be directed to streams through
+ EmitStreamVertex() and EndStreamPrimitive().
GLSL 4.1
+ Support for partitioning shaders into multiple programs to provide light-weight mixing of different shader stages.
(GL_ARB_separate_shader_objects)
+ Layout qualifiers to provide cross-stage interfacing
+ redeclaration of built-in input/output blocks
+ ...other SSO features?
- Add 64-bit floating-point attributes for vertex shader inputs.
GLSL 4.2
+ binding qualifier for uniform blocks
+ binding qualifier for samplers
- Add image types (GL_ARB_shader_image_load_store)
- 33 new types, all with “image” in their name, correspond to the non-shadow texture types
- addition of memory qualifiers: coherent,volatile, restrict, readonly, and writeonly
- can read/write/modify images from a shader, through new built-in functions
- qualifiers can act independently on the opaque shader variable and the backing image, so extra qualifiers can be used to separately qualify these
- Add a new atomic_uint type to support atomic counters. Also, add built-in functions for manipulating atomic counters.
- atomicCounterIncrement, atomicCounterDecrement, and atomicCounter
- Add layout qualifier identifiers binding and offset to bind units to sampler and image variable declarations, atomic counters, and uniform blocks.
- Add built-in functions to pack/unpack 16 bit floating-point numbers (ARB_shading_language_pack2f).
- packHalf2x16 and unpackHalf2x16
- packSnorm2x16and unpackSnorm2x16
- Add gl_FragDepthlayout qualifiers to communicate what kind of changes will be made to gl_FragDepth(GL_AMD_conservative depth).
GLSL 4.3
- Add shader storage buffer objects, as per the ARB_shader_storage_buffer_object extension.
This includes 1) allowing the last member of a storage buffer block to be an array that does not
know its size until render time, and 2) read/write memory shared with the application and other
shader invocations. It also adds the std430layout qualifier for shader storage blocks.
- Run-time .length() as per the ARB_shader_storage_buffer_object extension.
- Arrays of arrays are now supported, as per the GL_ARB_arrays_of_arraysextension.
- Compute shaders are now supported, as per the GL_ARB_compute_shader extension.
- Added imageSize() built-ins to query the dimensions of an image.
- All choice of depth or stencil texturing, for a packed depth-stencil texture, as per the
GL_ARB_stencil_texturing extension.
- Allow explicit locations/indexes to be assigned to uniform variables and subroutines, as per the
GL_ARB_explicit_uniform_location extension.
- Clarify textureSize() for cube map arrays.
- Add textureQueryLevels() built-ins to query the number of mipmap levels, as per the
GL_ARB_texture_query_levels extension.
- Add more examples and rules to be more specific about the required behavior of the precise
qualifier.
- Added overlooked texture function float textureOffset (sampler2DArrayShadow sampler, vec4 P, vec2 offset [, float bias] ).
GLSL 4.4
- Incorporate the ARB_enhanced_layouts extension, which adds
- compile-time constant expressions for layout qualifier integers
- new offset and align layout qualifiers for control over buffer block layouts
- add location layout qualifier for input and output blocks and block members
- new componentlayout qualifier for finer-grained layout control of input and output variables and blocks
- new xfb_buffer, xfb_stride, and xfb_offsetlayout qualifiers to allow the shader to control
transform feedback buffering.