Brussels / 2 & 3 February 2013


Ian Romanick

The speaker description is potentially outdated as it is from a previous FOSDEM edition.

Three Years Experience with a Tree-like Shader IR

Three years ago a small team at Intel took the task of rewriting the OpenGL Shading Language compiler in Mesa. One of the most fundamental design choices in any compiler is the intermediate representation (IR) used for programs. The IR is the internal data structure used for all program transformations including optimization and code generation. At the time the compiler was designed, a number of alternatives were investigated. In the end, a tree-like IR was selected. With hindsight being 20/20, this talk will present the tree-like IR that was chosen and the issues that have been found with that IR in the interim.

This talk is for the Graphics DevRoom.


Title Day Room Track Start End
GPU hardware detection for automatic configuration of game quality/performance settings. Saturday K.3.401 X.Org 15:00 15:30