On Tue, Apr 13, 2010 at 2:21 PM, Corbin Simpson <mostawesomed...@gmail.com> wrote: > On Tue, Apr 13, 2010 at 6:42 AM, Roland Scheidegger <srol...@vmware.com> > wrote: >> On 13.04.2010 02:52, Dave Airlie wrote: >>> On Tue, Apr 6, 2010 at 2:00 AM, Brian Paul <bri...@vmware.com> wrote: >>>> Dave Airlie wrote: >>>>> Just going down the r300g piglit failures and noticed fbo-drawbuffers >>>>> failed, I've no idea >>>>> if this passes on Intel hw, but it appears the texenvprogram really >>>>> needs to understand the >>>>> draw buffers. The attached patch fixes it here for me on r300g anyone >>>>> want to test this on Intel >>>>> with the piglit test before/after? >>>> The piglit test passes as-is with Mesa/swrast and NVIDIA. >>>> >>>> It fails with gallium/softpipe both with and w/out your patch. >>>> >>>> I think that your patch is on the right track. But multiple render targets >>>> are still a bit of an untested area in the st/mesa code. >>>> >>>> One thing: the patch introduces a dependency on buffer state in the >>>> texenvprogram code so in state.c we should check for the _NEW_BUFFERS flag. >>>> >>>> Otherwise, I'd like to debug the softpipe failure a bit further to see >>>> what's going on. Perhaps you could hold off on committing this for a >>>> bit... >>> >>> Well Eric pointed out to me the fun line in the spec >>> >>> (3) Should gl_FragColor be aliased to gl_FragData[0]? >>> >>> RESOLUTION: No. A shader should write either gl_FragColor, or >>> gl_FragData[n], but not both. >>> >>> Writing to gl_FragColor will write to all draw buffers specified >>> with DrawBuffersARB. >>> >>> So I was really just masking the issue with this. From what I can see >>> softpipe messes up and I'm not sure where we should be fixing this. >>> swrast does okay, its just whether we should be doing something in gallium >>> or in the drivers is open. >> >> Hmm yes looks like that's not really well defined. I guess there are >> several options here: >> 1) don't do anything at the state tracker level, and assume that if a >> fragment shader only writes to color 0 but has several color buffers >> bound the color is meant to go to all outputs. Looks like that's what >> nv50 is doing today. If a shader writes to FragData[0] but not others, >> in gallium that would mean that output still gets replicated to all >> outputs, but since the spec says unwritten outputs are undefined that >> would be just fine (for OpenGL - not sure about other APIs). >> 2) Use some explicit means to distinguish FragData[] from FragColor in >> gallium. For instance, could use different semantic name (like >> TGSI_SEMANTIC_COLOR and TGSI_SEMANTIC_GENERIC for the respective >> outputs). Or could have a flag somewhere (not quite sure where) saying >> if color output is to be replicated to all buffers. >> 3) Translate away the single color output in state tracker to multiple >> outputs. >> >> I don't like option 3) though. Means we need to recompile if the >> attached buffers change. Moreover, it seems both new nvidia and AMD >> chips (r600 has MULTIWRITE_ENABLE bit) handle this just fine in hw. >> I don't like option 1) neither, that kind of implicit behavior might be >> ok but this kind of guesswork isn't very nice imho. > > Whatever's easiest, just document it. I'd be cool with: > > DECL IN[0], COLOR, PERSPECTIVE > DECL OUT[0], COLOR > MOV OUT[0], IN[0] > END > > Effectively being a write to all color buffers, however, this one from > progs/tests/drawbuffers: > > DCL IN[0], COLOR, LINEAR > DCL OUT[0], COLOR > DCL OUT[1], COLOR[1] > IMM FLT32 { 1.0000, 0.0000, 0.0000, 0.0000 } > 0: MOV OUT[0], IN[0] > 1: SUB OUT[1], IMM[0].xxxx, IN[0] > 2: END > > Would then double-write the second color buffer. Unpleasant. Language > like this would work, I suppose? > > """ > If only one color output is declared, writes to the color output shall > be redirected to all bound color buffers. Otherwise, color outputs > shall be bound to their specific color buffer. > """
Also, keep in mind that writing to multiple color buffers uses additional memory bandwidth, so for performance, we should only do so when required. Alex ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev