On Wed, Jul 8, 2015 at 4:04 PM, Tobias Klausmann
<tobias.johannes.klausm...@mni.thm.de> wrote:
>
>
> On 25.05.2015 17:07, Ilia Mirkin wrote:
>>
>> On Mon, May 25, 2015 at 9:40 AM, Tobias Klausmann
>> <tobias.johannes.klausm...@mni.thm.de> wrote:
>>>
>>> On 25.05.2015 07:17, Dave Airlie wrote:
>>>>
>>>> On 25 May 2015 at 08:11, Marek Olšák <mar...@gmail.com> wrote:
>>>>>
>>>>> It's the same on Radeon. There are 2x ClipOrCullDistance output
>>>>> vectors and a mask saying it should clip or cull or do nothing.
>>>>>
>>>>> Marek
>>>>>
>>>> My thinking was gallium should have a single semantic and a mask in
>>>> the shader definition maybe.
>>>>
>>>> though it doesn't solve the does nvidia do the right thing with
>>>> cull[0] and clip[0], and what is the right thing.
>>>>
>>>> Dave.
>>>
>>>
>>> I'm still convinced that both clip[0] and cull[0] should be possible.
>>> Plus i
>>> have written a shader_test for this a while ago which you pushed to
>>> piglit
>>> (fs-cull-and-clip-distance-different.shader_test). If i remember right
>>> nvidia passed that test just fine.
>>
>> My take (and note that I last read the extension many months ago) is
>> that you're supposed to figure out the max gl_ClipDistance[] written,
>> and then write all your cull distances above that. So if you, e.g.,
>> have something like
>>
>> gl_ClipDistance[5] = 1;
>> gl_CullDistance[0] = 1;
>>
>> Then it would decide that there are 6 clip distances (or if there's an
>> explicit out float gl_ClipDistance[n], then use that), and 1 cull
>> distance. In the TGSI, I'm thinking this might look approximately like
>>
>> PROPERTY CULL_MASK (1<<6)
>> DCL OUT[0], CLIPDIST[0]
>> DCL OUT[1], CLIPDIST[1]
>> MOV OUT[1].y, 1 (clip distance[5])
>> MOV OUT[1].z, 1 (cull distance[0])
>>
>> Then basically you'd have
>>
>> (rast->clip_enable & shader->actual_clip_writes_mask) | cull_mask =
>> the enabled distances
>> cull_mask = cull mask
>>
>> This would work *very* well for nouveau, not sure how suitable it is
>> for other hardware.
>>
>> Cheers,
>>
>>    -ilia
>
> I wonder where this step should be implemented after all. It was brought up
> that llvmpipe already supports cull_distance (it does!), so maybe we should
> implement this in the drivers to evade llvmpipe breakage. Any suggestions
> appreciated :)
>
> Tobias

I believe that the later feedback from Brian was that my approach was
a bad one and we should use CULLDIST instead, which also reflects how
GL has it. However it's important to specify *somewhere* how many clip
distances are used since it all gets lowered into the 2x vec4. It
might be annoying to derive it from writes to CLIPDIST[0/1].xyzw dest
masks. Although nouveau might already do that anyways...

  -ilia
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