Keith Whitwell pisze:
> 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?
>
>   
Yes, thanks.

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