Well, this is it, my last report for GSoC 2012:

 

What did you do this week?

I cleaned up the Pre Z code a bit more. For now I’m only doing the Pre Z for GLSL Materials since the goal is to minimize time spent on fragment shaders. However, this means that Multitexture and Singletexture are working again when the patch is applied. I also got custom vertex shaders partially working; the problem is I need to figure out how/when to switch back to the Pre Z vertex shader after using a custom one. I have also been playing with GPU PerfStudio and APITrace to try and get some more info about the GPU. So far, I don’t have any new optimizations that give any noticeable results, but I believe the bottleneck is still in the fragment shaders.

Tracker stats:

New: 0
Closed: 1 (1 by me)
Net Change: -1
Current: 153

For those that are interested, in total, I have closed around 65 bug reports as part of this year’s summer of code.

What do you plan to do next week?
Next Monday is the pencils down date, so I’ll start getting some patches ready to send off to code review.

Are there any problems that will require extra attention and what impact will they have on your proposed schedule?

Nope, things are going smoothly.

Are there any builds available?

There are some on GraphicAll.

Cheers,
Moguri

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