Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-07-08 Thread Ilia Mirkin
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

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-07-08 Thread Tobias Klausmann
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

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-27 Thread Tobias Klausmann
On 27.05.2015 18:28, Marek Olšák wrote: Another thing to consider is linking shaders that occur before the rasterizer (e.g. any two shaders from VS-TCS-TES-GS). The maximum number of written distances is still 8, but what happens if VS writes 1x clip and 7x cull and GS reads 8x clip and no

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-27 Thread Marek Olšák
Another thing to consider is linking shaders that occur before the rasterizer (e.g. any two shaders from VS-TCS-TES-GS). The maximum number of written distances is still 8, but what happens if VS writes 1x clip and 7x cull and GS reads 8x clip and no cull? In this case it's basically a generic

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-27 Thread Marek Olšák
On Wed, May 27, 2015 at 9:05 PM, Tobias Klausmann tobias.johannes.klausm...@mni.thm.de wrote: On 27.05.2015 18:28, Marek Olšák wrote: Another thing to consider is linking shaders that occur before the rasterizer (e.g. any two shaders from VS-TCS-TES-GS). The maximum number of written

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-27 Thread Ilia Mirkin
On Wed, May 27, 2015 at 6:51 PM, Marek Olšák mar...@gmail.com wrote: On Wed, May 27, 2015 at 9:05 PM, Tobias Klausmann tobias.johannes.klausm...@mni.thm.de wrote: On 27.05.2015 18:28, Marek Olšák wrote: Another thing to consider is linking shaders that occur before the rasterizer (e.g. any

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-25 Thread Tobias Klausmann
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

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-25 Thread Ilia Mirkin
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

[Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-24 Thread Tobias Klausmann
This patch series adds the needed support for this extension to the various parts of mesa to finally enable it for nvc0. Dave Airlie (1): glsl: lower cull_distance into cull_distance_mesa Tobias Klausmann (10): glapi: add GL_ARB_cull_distance mesa/main: add support for GL_ARB_cull_distance

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-24 Thread Ilia Mirkin
I'm having a bit of trouble tracing through this. What happens if I have a shader that just does: gl_ClipDistance[0] = 1; gl_CullDistance[0] = 1; what does the resulting TGSI look like? (Assuming that clip plane 0 is enabled.) What about the generated nvc0 code (for the vertex shader)? On Sun,

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-24 Thread Ilia Mirkin
On Sun, May 24, 2015 at 3:30 PM, Tobias Klausmann tobias.johannes.klausm...@mni.thm.de wrote: On 24.05.2015 20:25, Ilia Mirkin wrote: I'm having a bit of trouble tracing through this. What happens if I have a shader that just does: gl_ClipDistance[0] = 1; gl_CullDistance[0] = 1; what

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-24 Thread Tobias Klausmann
On 24.05.2015 20:25, Ilia Mirkin wrote: I'm having a bit of trouble tracing through this. What happens if I have a shader that just does: gl_ClipDistance[0] = 1; gl_CullDistance[0] = 1; what does the resulting TGSI look like? (Assuming that clip plane 0 is enabled.) What about the generated

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-24 Thread Tobias Klausmann
On 24.05.2015 21:36, Ilia Mirkin wrote: On Sun, May 24, 2015 at 3:30 PM, Tobias Klausmann tobias.johannes.klausm...@mni.thm.de wrote: On 24.05.2015 20:25, Ilia Mirkin wrote: I'm having a bit of trouble tracing through this. What happens if I have a shader that just does: gl_ClipDistance[0]

Re: [Nouveau] [RFC PATCH 00/11] Implement ARB_cull_distance

2015-05-24 Thread Marek Olšák
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 On Sun, May 24, 2015 at 9:56 PM, Tobias Klausmann tobias.johannes.klausm...@mni.thm.de wrote: On 24.05.2015 21:36, Ilia Mirkin wrote: On Sun, May 24, 2015 at