Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor
碩士 === 國立中山大學 === 資訊工程學系研究所 === 98 === This thesis work is part of a larger project to develop a Graphics Processing Unit (GPU) for embedded systems. In support of this larger project, this thesis describes the basic compiler for our new GPU. The compiler presented here is essentially a C compiler f...
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ndltd-TW-098NSYS53920642015-10-13T18:39:46Z http://ndltd.ncl.edu.tw/handle/13657075937118785440 Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor 支援在新式3D繪圖處理器上的OpenGL2.0ES語言的編譯器 Kuo-chuan Lu 呂國銓 碩士 國立中山大學 資訊工程學系研究所 98 This thesis work is part of a larger project to develop a Graphics Processing Unit (GPU) for embedded systems. In support of this larger project, this thesis describes the basic compiler for our new GPU. The compiler presented here is essentially a C compiler for our new GPU. Our compiler does, however, have indirect support for the OpenGLES 2.0 shading language (GLSL), because an OpenGL-to-C converter can be applied to the code. The final code produced by this approach is poor, however, because of the loss of information during the conversion to C. The reason that this thesis does not focus on the issues of compiling GLSL code directly is that that is the work of another student’s thesis. Essentially, that thesis solves the front-end while this thesis solves the problems in the backend. The three primary challenges for the backend are: 1) instruction selection to the new GPU, 2) register allocation for the GPU’s unified register set, and 3) maintaining vector and matrix information from variables to the register they are stored in. Our preliminary results are shown, for evaluation of the quality of the compiled code. Steve W.Haga Steve W.Haga 2010 學位論文 ; thesis 39 en_US |
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碩士 === 國立中山大學 === 資訊工程學系研究所 === 98 === This thesis work is part of a larger project to develop a Graphics Processing Unit (GPU) for embedded systems. In support of this larger project, this thesis describes the basic compiler for our new GPU. The compiler presented here is essentially a C compiler for our new GPU. Our compiler does, however, have indirect support for the OpenGLES 2.0 shading language (GLSL), because an OpenGL-to-C converter can be applied to the code. The final code produced by this approach is poor, however, because of the loss of information during the conversion to C.
The reason that this thesis does not focus on the issues of compiling GLSL code directly is that that is the work of another student’s thesis. Essentially, that thesis solves the front-end while this thesis solves the problems in the backend. The three primary challenges for the backend are: 1) instruction selection to the new GPU, 2) register allocation for the GPU’s unified register set, and 3) maintaining vector and matrix information from variables to the register they are stored in. Our preliminary results are shown, for evaluation of the quality of the compiled code.
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author2 |
Steve W.Haga |
author_facet |
Steve W.Haga Kuo-chuan Lu 呂國銓 |
author |
Kuo-chuan Lu 呂國銓 |
spellingShingle |
Kuo-chuan Lu 呂國銓 Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor |
author_sort |
Kuo-chuan Lu |
title |
Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor |
title_short |
Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor |
title_full |
Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor |
title_fullStr |
Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor |
title_full_unstemmed |
Compiler Development to Support OpenGL 2.0 ES on a Novel 3D Graphics Processor |
title_sort |
compiler development to support opengl 2.0 es on a novel 3d graphics processor |
publishDate |
2010 |
url |
http://ndltd.ncl.edu.tw/handle/13657075937118785440 |
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