[libre-riscv-dev] Kazan status

Anton Bondarev anton.bondarev2310 at gmail.com
Fri Jun 12 08:11:58 BST 2020


Hi, all
I'm Anton from Embox:)

I've some experience with etna-viv and mesa 3d (we ported etna-viv to
Embox). But I'm not sure that I'm an expert in GPU driver.

Anton


чт, 11 июн. 2020 г. в 23:56, Jacob Lifshay <programmerjake at gmail.com>:

> On Thu, Jun 11, 2020, 12:42 Luke Kenneth Casson Leighton <lkcl at lkcl.net>
> wrote:
>
> > On Thursday, June 11, 2020, Yehowshua <yimmanuel3 at gatech.edu> wrote:
> >
> > > >
> > > > a full half of that first EUR 50,000 budget was allocated to
> > > > Kazan.
> > >
> > > On the note of Kazan, what is currently being done there?
> >
> >
> > nothing for the moment as we need all hands that have some nmigen
> > experience on the POWER9 core.
> >
>
> I'm taking a break on Kazan as stated above, Kazan's current status is that
> the SPIR-V to shader-compiler-ir translator and creating shader-compiler-ir
> is somewhere around half complete, I've been writing both of those together
> to allow rapid modifications to shader-compiler-ir to add support for
> SPIR-V features as I encounter them in the process of writing the
> translator. At that point, writing the shader-compiler-ir language
> reference docs will be the next step, since many of the invariants that the
> code follows is not really documented yet. Once shader-compiler-ir is
> stable and documented, it will be much more practical to have multiple
> people work on different parts of the compiler at the same time, since the
> basic interface will not change as much. After that, writing a reference
> interpreter will allow us to run some actual shaders, writing the SIMT to
> vector translator (the vectorization pass) will be enough to get to where
> we should be able to run shaders with the expected execution model and
> allow us to have all the parts for a working interpreted shader stack.
> Next, writing the shader-compiler-ir to LLVM IR translator and JIT
> compiler, creating a trait for a generic shader compiler backend (the part
> that translates the final shader-compiler-ir to machine code and allows
> executing the JIT compiled code or an interpreter) will allow us to have a
> MVP working shader compiler, as well as settling the interface between the
> rest of the Vulkan driver and the shader compiler crates.
>
> >
> >
> > > I contacted Anton from Embox, he worked on the Etna-viv drivers
> > > and he recently joined the mailing list.
> > >
> > > Anton, don’t be shy to say hi :)
> >
> >
> > hi anton, great to know you're around, we have a budget for 3D driver
> work
> > if you're interested?
> >
>
> Hi anton, glad to have additional people around who know a lot about 3D
> drivers.
>
> Jacob
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