[Mesa-dev] Gallium depth clamp support
Brian Paul
brianp at vmware.com
Wed Jul 21 16:27:39 PDT 2010
On 07/21/2010 05:19 PM, Marek Olšák wrote:
> On Thu, Jul 22, 2010 at 12:17 AM, Roland Scheidegger <sroland at vmware.com
> <mailto:sroland at vmware.com>> wrote:
>
> Marek Olšák wrote:
>
> Hi,
>
> there is a new branch gallium-depth-clamp in the main repository
> which implements ARB_depth_clamp in Gallium. Wine uses this
> extension to disable clipping when it's requested from a D3D9
> app, so it's an important one.
>
> There is a new state "depth_clamp" in pipe_clip_state, and a new
> cap PIPE_CAP_DEPTH_CLAMP. If you think this feature should be
> mandatory in Gallium instead, it's ok with me. There are several
> reasons I put the enable bit in pipe_clip_state, but the most
> important one is that Z clipping must be disabled in hardware
> first for it to work. It also implements depth_clamp handling in
> cso_cache and wires up ARB_depth_clamp in st/mesa.
>
> The support in Draw has also been implemented, and both softpipe
> and llvmpipe pass piglit/depth_clamp and piglit/depth-clamp-range.
>
> http://cgit.freedesktop.org/mesa/mesa/log/?h=gallium-depth-clamp
>
>
> One thing I was wondering does it actually make sense to call it
> depth clamp? I think d3d10 name for once (which calls this
> functionality depth clip though of course this means enable/disable
> is reversed) makes more sense - this disables near/far plane
> clipping, hence the necessity to clamp to 0/1.
> I guess having this in clip state is ok - d3d10 puts depth clip into
> rasterizer state, but then again d3d10 doesn't have any clip state...
>
>
> Depth clip does sound better to me, but honestly I don't care how we
> call it. If you like the D3D naming, so be it.
There's two aspects to the GL extension:
- near/far Z clipping
- fragment Z clamping during interpolation
I think pipe_clip_state::depth_clamp should become
pipe_clip_state::depth_clip.
Then, I'd probably add the second part of this as
pipe_rasterizer_state::depth_clamp to enable/disable fragment Z clamping.
GL would set both pieces of state in tandem. I think we should have
two pieces of state to avoid interdependencies between clip state and
rasterization state in the drivers.
I'm not sure how this is expressed in Direct3D.
-Brian
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