G
Guest
Mostly for testing reasons I'd like to see if it makes sense to chose
the following approach for just-in-time compilation of shaders for a
renderer:
Seeing as the shaders themsefs consist mostly of very basic operations
I'd like to translate them into assembly, have an assembler compile the
binary code and then call the resulting machine code from c++.
The thing is that up until now I have only used inline assembly in my
c++ projects, so there's a few things I hardly know anything about and
would be very greatful if anyone here could point me in the right
direction:
- Having a set of asm instructions, say "addl 5, %%eax" or "add eax, 5"
respectively, how would I go about translating just this one line into
binary? (in a way that doesn't mean i'll have to re-write the whole
thing when porting to a different os if at all possible
- How do I jump into the binary from my c++ app in a way that I can jmp
back at the end of my assembly code segment?
Thanks!
the following approach for just-in-time compilation of shaders for a
renderer:
Seeing as the shaders themsefs consist mostly of very basic operations
I'd like to translate them into assembly, have an assembler compile the
binary code and then call the resulting machine code from c++.
The thing is that up until now I have only used inline assembly in my
c++ projects, so there's a few things I hardly know anything about and
would be very greatful if anyone here could point me in the right
direction:
- Having a set of asm instructions, say "addl 5, %%eax" or "add eax, 5"
respectively, how would I go about translating just this one line into
binary? (in a way that doesn't mean i'll have to re-write the whole
thing when porting to a different os if at all possible
- How do I jump into the binary from my c++ app in a way that I can jmp
back at the end of my assembly code segment?
Thanks!