[Mesa-dev] [PATCH 01/13] mesa: Document SYSTEM_VALUE_VERTEX_ID and SYSTEM_VALUE_INSTANCE_ID

Roland Scheidegger sroland at vmware.com
Fri Aug 8 16:41:57 PDT 2014


Am 08.08.2014 23:38, schrieb Ian Romanick:
> On 08/08/2014 07:55 AM, Roland Scheidegger wrote:
>> The mesa parts of the series all look good to me.
> 
> So.. can we put your R-b on patches 1 through 7? :)
Actually I'm not really qualified for the glsl parts in 4,5 but
1-3, 6, 7 are
Reviewed-by: Roland Scheidegger <sroland at vmware.com>

> 
>> We definitely want something like that in gallium too (draw fails the
>> vertex id tests sort of on purpose right now because we needed d3d10
>> behavior).
>>
>> Oh and sort of off-topic but since you're familiar with it do you know
>> why the gl_PrimitiveIn of the geometry shader isn't a system value
>> whereas all the vertex_id and friends are?
> 
> I have come vague recollection that Paul had a good reason for doing
> that, but no recollection of what that reason was.
Hmm. Still feels wrong to me :-).

Roland

> 
>> Roland
>>
>>
>> Am 08.08.2014 09:31, schrieb Kenneth Graunke:
>>> From: Ian Romanick <ian.d.romanick at intel.com>
>>>
>>> v2: Additions to the documentation for SYSTEM_VALUE_VERTEX_ID.  Quote
>>> the GL_ARB_shader_draw_parameters spec and mention DirectX SV_VertexID.
>>>
>>> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
>>> Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
>>> ---
>>>  src/mesa/main/mtypes.h | 57 ++++++++++++++++++++++++++++++++++++++++++++++++++
>>>  1 file changed, 57 insertions(+)
>>>
>>> This series is available as the 'basevertex-v9' branch of ~kwg/mesa
>>> (not ~idr/mesa).  Ken tested this series against Piglit on Haswell and
>>> Broadwell, but did not test earlier hardware, nor run the ES3 tests.
>>>
>>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
>>> index ff130da..207be0a 100644
>>> --- a/src/mesa/main/mtypes.h
>>> +++ b/src/mesa/main/mtypes.h
>>> @@ -2055,7 +2055,64 @@ typedef enum
>>>      * \name Vertex shader system values
>>>      */
>>>     /*@{*/
>>> +   /**
>>> +    * OpenGL-style vertex ID.
>>> +    *
>>> +    * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
>>> +    * OpenGL 3.3 core profile spec says:
>>> +    *
>>> +    *     "gl_VertexID holds the integer index i implicitly passed by
>>> +    *     DrawArrays or one of the other drawing commands defined in section
>>> +    *     2.8.3."
>>> +    *
>>> +    * Section 2.8.3 (Drawing Commands) of the same spec says:
>>> +    *
>>> +    *     "The commands....are equivalent to the commands with the same base
>>> +    *     name (without the BaseVertex suffix), except that the ith element
>>> +    *     transferred by the corresponding draw call will be taken from
>>> +    *     element indices[i] + basevertex of each enabled array."
>>> +    *
>>> +    * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
>>> +    * says:
>>> +    *
>>> +    *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
>>> +    *     gl_InstanceID, which contain, respectively the index of the vertex
>>> +    *     and instance. The value of gl_VertexID is the implicitly passed
>>> +    *     index of the vertex being processed, which includes the value of
>>> +    *     baseVertex, for those commands that accept it."
>>> +    *
>>> +    * gl_VertexID gets basevertex added in.  This differs from DirectX where
>>> +    * SV_VertexID does \b not get basevertex added in.
>>> +    */
>>>     SYSTEM_VALUE_VERTEX_ID,
>>> +
>>> +   /**
>>> +    * Instanced ID as supplied to gl_InstanceID
>>> +    *
>>> +    * Values assigned to gl_InstanceID always begin with zero, regardless of
>>> +    * the value of baseinstance.
>>> +    *
>>> +    * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
>>> +    * says:
>>> +    *
>>> +    *     "gl_InstanceID holds the integer instance number of the current
>>> +    *     primitive in an instanced draw call (see section 10.5)."
>>> +    *
>>> +    * Through a big chain of pseudocode, section 10.5 describes that
>>> +    * baseinstance is not counted by gl_InstanceID.  In that section, notice
>>> +    *
>>> +    *     "If an enabled vertex attribute array is instanced (it has a
>>> +    *     non-zero divisor as specified by VertexAttribDivisor), the element
>>> +    *     index that is transferred to the GL, for all vertices, is given by
>>> +    *
>>> +    *         floor(instance/divisor) + baseinstance
>>> +    *
>>> +    *     If an array corresponding to an attribute required by a vertex
>>> +    *     shader is not enabled, then the corresponding element is taken from
>>> +    *     the current attribute state (see section 10.2)."
>>> +    *
>>> +    * Note that baseinstance is \b not included in the value of instance.
>>> +    */
>>>     SYSTEM_VALUE_INSTANCE_ID,
>>>     /*@}*/
>>>  
>>>
>>
>> _______________________________________________
>> mesa-dev mailing list
>> mesa-dev at lists.freedesktop.org
>> https://urldefense.proofpoint.com/v1/url?u=http://lists.freedesktop.org/mailman/listinfo/mesa-dev&k=oIvRg1%2BdGAgOoM1BIlLLqw%3D%3D%0A&r=F4msKE2WxRzA%2BwN%2B25muztFm5TSPwE8HKJfWfR2NgfY%3D%0A&m=c7mpo2cNxoz4%2B1pLJ8N5Bh2mWYO5UYb7Cgn66JTok3o%3D%0A&s=fcf1c30ffc6d4cf44a4573e3001f3f44f57b7becba1f3678074036428413468d
>>
> 



More information about the mesa-dev mailing list