[Mesa-dev] Gallium API questions
Brian Paul
brianp at vmware.com
Wed Jun 23 16:03:55 PDT 2010
Marek Olšák wrote:
> On Thu, Jun 24, 2010 at 12:25 AM, Marek Olšák <maraeo at gmail.com
> <mailto:maraeo at gmail.com>> wrote:
>
> On Wed, Jun 23, 2010 at 11:51 PM, Corbin Simpson
> <mostawesomedude at gmail.com <mailto:mostawesomedude at gmail.com>> wrote:
>
> Yep, it's that time again. These are just things marked in the
> docs as
> unknown, so I'm not grinding any axes, just cleaning stuff up.
>
> ~ "If a surface includes several layers/slices (XXX: not yet...)
> then
> all layers will be cleared." From the information on
> pipe_context::clear(). Is this just wishful thinking, or do drivers
> need to implement this?
>
>
> I believe this has something to do with geometry shaders where you
> can select a layer (slice, face) you want to emit a primitive to.
> This way you may e.g. render to a whole cubemap in one pass.
>
>
> ~ An explanation of dual-source blends and how they work would
> be nice.
>
>
> http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt
>
>
>
> ~ If logicop_enable and independent_blend_enable are set, are lops
> performed for all render targets, or only those that have
> blend_enable
> set?
>
> ~ PIPE_CAP_TEXTURE_SHADOW_MAP and PIPE_CAP_MAX_PREDICATE_REGISTERS
> aren't explained.
>
>
> I think PIPE_CAP_TEXTURE_SHADOW_MAP means shadow samplers.
>
>
> ~ PIPE_CAP_GUARD_BAND_* obviously refers to the guard bands, but
> what
> exactly do they mean as capabilities? Maximum guard band settings?
> Minimum?
>
> ~ Could somebody explain exactly what's up with the RCC opcode? Its
> definition is kind of ridiculous: dst = (1 / src.x) > 0 ? clamp(1 /
> src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x,
> -1.884467e+019,
> -5.42101e-020)
>
> ~ Are we going to introduce new cap bits for parts of the TGSI ISA?
> (I'll understand if this is off the table for now.)
>
> ~ TGSI_SEMANTIC_POSITION is (x, y, z, w) where x, y, and z are
> position, and w is the homogeneous coordinate. Is w also for
> perspective divide? Is the perspective divide configurable, or is it
> always done in shaders?
>
>
> The perspective divide is done per-pixel after the rasterization and
> before the fragment shader, and there is no way to disable it in
> Gallium. It's never done in shaders, it's rather a fixed
> functionality and imposing additional restrictions on it would make
> it hard to implement in drivers.
>
>
> Hm, it's done during the rasterization, actually.
Divide by W takes place in two places:
1. Per-vertex to convert clip coords into normalized device coords.
2. During fragment shader attribute interpolation to do
perspective-corrected interpolation. Actually, we usually have 1/W at
this point so it's a multiplication.
I've rewritten the Gallium docs for TGSI_SEMANTIC_POSITION/COLOR/BCOLOR.
-Brian
More information about the mesa-dev
mailing list