On Mon, 2009-12-14 at 06:51 -0800, michal wrote: > Zack Rusin pisze: > > On Monday 14 December 2009 09:29:03 Keith Whitwell wrote: > > > >> On Mon, 2009-12-14 at 06:23 -0800, michal wrote: > >> > >>> To fully support geometry shaders, we need some means to declare a > >>> two-dimensional register file. The following declaration > >>> > >>> DCL IN[3][0] > >>> > >>> would declare an input register with index 0 (first dimension) and size > >>> 3 (second dimension). Since the second dimension is a size, not an index > >>> (or, for that matter, an index range), a new token has been added that > >>> specifies the declared size of the register. > >>> > >> Is this a good representation? What would happen if there was: > >> > >> DCL IN[4][0] > >> DCL IN[3][1] > >> > >> Presumably the "3" is always going to be "3", and it's a property of the > >> geometry shader - I think Zack has a patch which adds something like: > >> > >> PROP GS_VERTICES_IN 3 > >> > >> Then couldn't we just have the equivalent of: > >> > >> DCL IN[][0] > >> DCL IN[][1] > >> > >> with the size of the first dimension specified by the property? > >> > > > > Yea, that's what I thought the dimensional arrays should look like for GS > > in > > TGSI (they already do in GLSL and HLSL). > > > Actually, GS_VERTICES_IN could be derived from GS_INPUT_PRIM property. > > GL_ARB_geometry_shader4 has this mapping: > > " > > Value of built-in > Input primitive type gl_VerticesIn > ----------------------- ----------------- > POINTS 1 > LINES 2 > LINES_ADJACENCY_ARB 4 > TRIANGLES 3 > TRIANGLES_ADJACENCY_ARB 6 > > " > > But that also defeats the purpose of this patch -- INPUT registers would > have implied two-dimensionality when declared inside GS.
We have agreed that, its true... So is this patch necessary? Is it sufficient to simply make the statements that: a) Geometry shader INPUTs are always two dimensional b) The first dimension is determined by the input primitive type? Keith ------------------------------------------------------------------------------ Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
