[Mesa-dev] [PATCH 0/2 v2] Add support for clip distances in Gallium

Ian Romanick idr at freedesktop.org
Tue Dec 13 15:58:07 PST 2011


On 12/13/2011 01:25 PM, Jose Fonseca wrote:
>
>
> ----- Original Message -----
>> On 12/13/2011 03:09 PM, Jose Fonseca wrote:
>>>
>>> ----- Original Message -----
>>>> On 12/13/2011 12:26 PM, Bryan Cain wrote:
>>>>> On 12/13/2011 02:11 PM, Jose Fonseca wrote:
>>>>>> ----- Original Message -----
>>>>>>> This is an updated version of the patch set I sent to the list
>>>>>>> a
>>>>>>> few
>>>>>>> hours
>>>>>>> ago.
>>>>>>> There is now a TGSI property called
>>>>>>> TGSI_PROPERTY_NUM_CLIP_DISTANCES
>>>>>>> that drivers can use to determine how many of the 8 available
>>>>>>> clip
>>>>>>> distances
>>>>>>> are actually used by a shader.
>>>>>> Can't the info in TGSI_PROPERTY_NUM_CLIP_DISTANCES be easily
>>>>>> derived from the shader, and queried through
>>>>>> src/gallium/auxiliary/tgsi/tgsi_scan.h ?
>>>>> No.  The clip distances can be indirectly addressed (there are up
>>>>> to 2
>>>>> of them in vec4 form for a total of 8 floats), which makes it
>>>>> impossible
>>>>> to determine which ones are used by analyzing the shader.
>>>> The description is almost complete. :)  The issue is that the
>>>> shader
>>>> may
>>>> declare
>>>>
>>>> out float gl_ClipDistance[4];
>>>>
>>>> the use non-constant addressing of the array.  The compiler knows
>>>> that
>>>> gl_ClipDistance has at most 4 elements, but post-hoc analysis
>>>> would
>>>> not
>>>> be able to determine that.  Often the fixed-function hardware (see
>>>> below) needs to know which clip distance values are actually
>>>> written.
>>> But don't all the clip distances written by the shader need to be
>>> declared?
>>>
>>> E.g.:
>>>
>>> DCL OUT[0], CLIPDIST[0]
>>> DCL OUT[1], CLIPDIST[1]
>>> DCL OUT[2], CLIPDIST[2]
>>> DCL OUT[3], CLIPDIST[3]
>>>
>>> therefore a trivial analysis of the declarations convey that?
>>
>> No.  Clip distance is an array of up to 8 floats in GLSL, but it's
>> represented in the hardware as 2 vec4s.  You can tell by analyzing
>> the
>> declarations whether there are more than 4 clip distances in use, but
>> not which components the shader writes to.
>> TGSI_PROPERTY_NUM_CLIP_DISTANCES is the number of components in use,
>> not
>> the number of full vectors.
>
> Lets imagine
>
>    out float gl_ClipDistance[6];
>
> Each a clip distance is a scalar float.
>
> Either all hardware represents the 8 clip distances as two 4 vectors, and we do:
>
>    DCL OUT[0].xywz, CLIPDIST[0]
>    DCL OUT[1].xy, CLIPDIST[1]
>
> using the full range of struct tgsi_declaration::UsageMask [1] or we represent them as as scalars:
>
>    DCL OUT[0].x, CLIPDIST[0]
>    DCL OUT[1].x, CLIPDIST[1]
>    DCL OUT[2].x, CLIPDIST[2]
>    DCL OUT[3].x, CLIPDIST[3]
>    DCL OUT[4].x, CLIPDIST[4]
>    DCL OUT[5].x, CLIPDIST[5]
>
> If indirect addressing is allowed as I read bore, then maybe the later is better.

As far as I'm aware, all hardware represents it as the former, and we 
have a lowering pass to fix-up the float[] accesses to be vec4[] accesses.


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