[Mesa-dev] [PATCH v2 1/2] mesa: Add a gl_vert_result for gl_ClipVertex.

Paul Berry stereotype441 at gmail.com
Tue Oct 4 14:19:35 PDT 2011


On 4 October 2011 13:15, Ian Romanick <idr at freedesktop.org> wrote:

> On 10/03/2011 02:17 PM, Paul Berry wrote:
>
>> Before this patch, clip planes didn't work properly in Mesa when using
>> vertex shaders, because Mesa assigned both gl_ClipVertex and
>> gl_Position to the same gl_vert_result (VERT_RESULT_HPOS).  As a
>> result, backends couldn't distinguish between the two variables, so
>> any shader that wrote different values to them would fail to work
>> properly.
>>
>> This patch paves the way for proper support of gl_ClipVertex by
>> creating a new enumerated value in gl_vert_result for it
>> (VERT_RESULT_CLIP_VERTEX).  After this patch, a back-end may add
>>
>
> What happens in drivers that aren't expecting / don't know about
> VERT_RESULT_CLIP_VERTEX?  In other words, does this break (more) i915 and
> all Gallium drivers?  I understand that gl_ClipVertex already doesn't work
> anywhere, but it would be a shame to replace incorrect rendering with a
> crash.
>
> I can test out (and patch up) i915 today, but I'd like some feedback from
> people that rely on TGSI.
>

Dang, I should have thought of this.

BTW, an easy way to assess the effect of this patch on a driver would be to
run Piglit with "-t clip" after applying this patch.  The patch should only
regress "vs-clip-vertex-const-reject" (which only used to pass by dumb
luck), and nothing should crash or abort.  Also, if
"clip-plane-transformation fixed" passes, we can have pretty high confidence
that old fashioned fixed function clipping still works.

I just did this test on Gallium's LLVM pipe and on vanilla swrast, and
everything looked ok--no regressions other than
vs-clip-vertex-const-reject.  BTW, both gallium LLVM pipe and vanilla swrast
have a crash (in "vs-clip-vertex-enables" and "clip-plane-transformation
arb", respectively), but in both cases the crash seems to be unrelated to
this patch.

Unfortunately I don't have the hardware to test anything else so I'd
appreciate feedback from others.

If worse comes to worst and we do wind up regressing a driver, I suppose a
workaround would be to add a flag to gl_shader_compiler_options so that the
driver can tell the GLSL compiler either "I understand
VERT_RESULT_CLIP_VERTEX" or "I don't, just do the old buggy behavior".  But
it seems ugly so I would rather avoid that sort of thing if we can.
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