[Mesa-dev] [PATCH 0/2 v2] Add support for clip distances in Gallium
Christoph Bumiller
e0425955 at student.tuwien.ac.at
Tue Dec 13 17:08:49 PST 2011
On 12/14/2011 12:58 AM, Ian Romanick wrote:
> 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.
GeForce8+ = scalar architecture, no vectors, addresses are byte based,
can access individual components just fine.
Something like:
gl_ClipDistance[i - 12] = some_value;
DCL OUT[0].xyzw, POSITION
DCL OUT[1-8].x, CLIPDIST[0-7]
MOV OUT<1>[ADDR[0].x - 12].x, TEMP[0].xxxx
* **
* - tgsi_dimension.Index specifying the base address by referencing a
declaration
** - tgsi_src_register.Index
is the only way I see to make this work nicely on all hardware.
(This is also needed if OUT[i] and OUT[i + 1] cannot be assigned to
contiguous hardware resources because of semantic.)
For constrained hardware the driver can build the clunky
c := ADDR[0].x % 4
i := ADDR[0].x / 4
IF [c == 0]
MOV OUT[i].x, TEMP[0].xxxx
ELSE
IF [c == 1]
MOV OUT[i].y, TEMP[0].xxxx
ELSE
IF [c == 2]
MOV OUT[i].z, TEMP[0].xxxx
ELSE
MOV OUT[i].w, TEMP[0].xxxx
ENDIF
itself.
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