This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
block_1: | |
if ... goto block_2 else block_4 | |
block_2: | |
a_1 = ... | |
if ... goto block_3 else block_5 | |
block_3: | |
a_2 = ... | |
... = a_1 // !!! |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!amber | |
# Copyright 2019 The Amber Authors. | |
# | |
# Licensed under the Apache License, Version 2.0 (the "License"); | |
# you may not use this file except in compliance with the License. | |
# You may obtain a copy of the License at | |
# | |
# https://www.apache.org/licenses/LICENSE-2.0 | |
# | |
# Unless required by applicable law or agreed to in writing, software |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
In order to run these experiments, you'll need a laptop running Linux with Intel | |
integrated graphics. We need access to the underlying graphics device, so you | |
can't just use a VM. In order to build the OpenGL driver, first you need to | |
download my Git branch: | |
$ git clone git://people.freedesktop.org/~cwabbott0/mesa | |
$ cd mesa | |
$ git checkout shader-time-hacks | |
To build Mesa, you need to download the build dependencies first. You should use |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
attribute.load(0), mul[0].complex2(attribute.w, attribute.w), complex.rcp(attribute.w); | |
mul.complex1(complex.out[1], mul[0].out[1], complex.out[1], attrib.w[1]); | |
uniform.load(0), acc[0].pass(uniform.z), acc[1].pass(uniform.y); | |
uniform.load(2), attribute.load(0), mul[0].mul(attribute.z, acc[0].out[1]), mul[1].mul(attribute.y, acc[1].out[1]), pass.clamp(mul[0].out[2]); | |
uniform.load(0), attribute.load(0), mul[0].mul(attribute.x, uniform.x), mul[1].mul(mul[0].out[1], pass.out[1]); | |
uniform.load(1), mul[0].mul(mul[1].out[2], pass.out[2]), mul[1].mul(mul[0].out[1], pass.out[2]), acc[0].pass(pass.out[2]), acc[1].add(mul[1].out[1], uniform.z); | |
uniform.load(1), mul[1].pass(acc[0].out[1]), acc[0].add(mul[0].out[1], uniform.y), acc[1].add(mul[1].out[1], uniform.x), complex.pass(acc[1].out[1]), store[0].varying(0, acc[1].out, acc[0].out), store[1].varying(0, complex.out, mul[1].out); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
attribute vec4 aPosition; | |
uniform vec4 gl_mali_ViewportTransform[2]; | |
void main() { | |
gl_Position.w = clamp(1.0 / aPosition.w, -1e10, 1e10); | |
gl_Position.xyz = aPosition.xyz * gl_Position.w * gl_mali_ViewportTransform[0].xyz + gl_mali_ViewportTransform[1].xyz; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
attribute vec4 aPosition; | |
void main() { | |
gl_Position = aPosition; | |
} |