[Intel-gfx] [Mesa-dev] [PATCH 1/5] intel gen4/5: fix GL_VERTEX_PROGRAM_TWO_SIDE.
Paul Berry
stereotype441 at gmail.com
Tue Jul 17 16:37:43 CEST 2012
On 17 July 2012 01:57, Olivier Galibert <galibert at pobox.com> wrote:
> On Mon, Jul 16, 2012 at 08:43:17PM -0700, Paul Berry wrote:
> > Also, I'm not convinced that #3 is necessary. Is there something in the
> > spec that dictates this behaviour? My reading of the spec is that if the
> > vertex shader writes to gl_BackColor but not glFrontColor, then the
> > contents of gl_Color in the fragment shader is undefined.
>
> Oh, I remember why I did that in the first place. All the front/back
> piglit tests only write the appropriate color slot and not the other
> one.
>
> The language is annoying:
> The following built-in vertex output variables are available, but
> deprecated. A particular one should be
> written to if any functionality in a corresponding fragment shader or
> fixed pipeline uses it or state derived
> from it. Otherwise, behavior is undefined.
> out vec4 gl_FrontColor;
> out vec4 gl_BackColor;
> out vec4 gl_FrontSecondaryColor;
> out vec4 gl_BackSecondaryColor;
> [...]
>
> One could argue that you don't "use" gl_FrontColor if all your
> polygons are back-facing. Dunno. Do you consider all of the twoside
> piglit tests buggy? We can fix *that*.
>
> OG.
>
>
You have a good point about the piglit tests. It's weird that they don't
set gl_FrontColor, but I can't bring myself to consider it a bug. Sigh, I
was really hoping we could consider it undefined to write to gl_BackColor
and not gl_FrontColor, but I guess it's reasonable for someone to expect
that if they only write to gl_BackColor, and they only render backfacing
polygons, they should get a sensible value in the fragment shader.
If possible, I would still like to think of a way to address this situation
that (a) doesn't require modifying both fragment shader back-ends and the
SF program, and (b) helps all Mesa drivers, not just Intel Gen4-5.
Especially because I suspect we may have bugs in Gen6-7 related to this
situation. Would you be happy with one of the following two alternatives?
1. In the GLSL front-end, if we detect that a vertex shader writes to
gl_BackColor but not gl_FrontColor, then automatically insert
"gl_FrontColor = 0;" into the shader. This will guarantee that whenever
gl_BackColor is written, gl_FrontColor is too.
2. In the function brw_compute_vue_map(), assign a VUE slot for
VERT_RESULT_COL0 whenever *either* VERT_RESULT_COL0 or VERT_RESULT_BFC0 is
used. This will guarantee that we always have a VUE slot available for
front color, so we don't have to be as tricky in the FS and SF code.
Note that alternative 2 leaves the contents of gl_FrontColor undefined if
the vertex shader doesn't write to it. Although I appreciate what you're
saying about security leaks due to reads out of place, I think that in this
case the security risk is negligible, since the garbage value that winds up
in gl_FrontColor will just be a value out of some random register in the
vertex shader, not a random value out of memory and not a value belonging
to some other process.
This morning I'll try to ask some other Intel folks for their opinion on
the subject.
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