Zack Rusin pisze:
> Hi,
>
> currently Gallium3d shaders predefine all their inputs/outputs. We've handled 
> all inputs/outputs the same way. e.g.
> VERT
> DCL IN[0]
> DCL OUT[0], POSITION
> DCL OUT[1], COLOR   
> DCL CONST[0..9]     
> DCL TEMP[0..3] 
> or 
> FRAG
> DCL IN[0], COLOR, LINEAR                                       
> DCL OUT[0], COLOR
>
> There are certain inputs/output which don't really follow the typical rules 
> for inputs/outputs though and we've been imitating those with extra normal 
> semantics (e.g. front face).
>
> It all falls apart a bit on anything with shader model 4.x and up. That's 
> because in there we've got what Microsoft calls system-value semantics.
> ( http://msdn.microsoft.com/en-us/library/ee418355(VS.85).aspx#System_Value 
> ). 
> They all represent system-generated inputs/outputs for shaders. And while so 
> far we only really had to handle front-face since shader model 4.x we have to 
> deal with lots of them (geometry shaders, domain shaders, computer shaders... 
> they all have system generated inputs/outputs)
>
> I'm thinking of adding something similar to what D3D does to Gallium3d. So 
> just adding a new DCL type, e.g. DCL_SV which takes the vector name and the 
> system-value semantic as its inputs, so
> FRAG
> DCL IN[0], COLOR, LINEAR
> DCL IN[1], COLOR[1], LINEAR                                     
> DCL IN[2], FACE, CONSTANT 
> would become
> FRAG
> DCL IN[0], COLOR, LINEAR
> DCL IN[1], COLOR[1], LINEAR                                     
> DCL_SV IN[2], FACE
>
> It likely could be done in a more generic fashion though. Opinions?
>
>   
Zack,

What would be the difference between

DCL IN[2], FACE, CONSTANT

and

DCL_SV IN[2], FACE

then? Maybe the example is bad, but I don't see what DCL_SV would give 
us the existing DCL doesn't.

Thanks.

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