[Mesa-dev] Revert "gallium: add point size clamp to implementation limits in vertex shader"
e0425955 at student.tuwien.ac.at
Mon Jan 23 10:19:28 PST 2012
On 01/23/2012 07:07 PM, Marek Olšák wrote:
> On Mon, Jan 23, 2012 at 6:34 PM, Roland Scheidegger <sroland at vmware.com> wrote:
>> Am 23.01.2012 15:44, schrieb Marek Olšák:
>>> I will have to (at least partially) revert this commit, as well as the
>>> forked code in glsl_to_tgsi:
>>>> commit 2c326e72664e65166c68b027b26aaf373f3be36d
>>>> Author: Roland Scheidegger <sroland at vmware.com>
>>>> Date: Thu Feb 4 19:23:09 2010 +0100
>>>> gallium: add point size clamp to implementation limits in vertex shader
>>>> The point size min/max registers (unused by mesa state tracker) were removed
>>>> since most hardware couldn't do much with them. However, we don't want to have
>>>> to rely on hw to do point size clamping correctly to implementation
>>>> dependent limits, hence have to do that in the vertex shader. This should also
>>>> solve a potential problem with (non-AA) points smaller than 1.0 which according
>>>> to OGL still have size 1.0.
>>>> Note that OGL point rendering is odd, in particular point sprites are rasterized
>>>> differently to points. Some hardware might support those different modes, but in
>>>> any case the different clamping values used for smooth/multisampled/sprite
>>>> enabled points might help a bit for hw which rasterizes points the same as point
>>>> Also tweak mesa's ff to vertex shader translation so don't have to clamp twice in
>>>> case of point attenuation.
>>> I mean the part which rewrites vertex shaders to clamp the point size
>>> in st/mesa. We can't do that if transform feedback is enabled. The
>>> point size must be unmodified when writing it into a transform
>>> feedback buffer. Also it's unclear to me why we clamp the point size
>>> at all.
>>> If we want to do any clamping, we should do it after transform
>>> feedback, that is after the vertex and geometry shaders. Hardware
>>> drivers would have to do it in hardware somehow or fallback to Draw.
>>> BTW all Radeons can do point size clamping, so adding
>>> pipe_context::set_point_size_range(float min, float max) would be okay
>>> for them.
>>> BTW I think the only operation which can be done before transform
>>> feedback is vertex color clamping (as per the EXT_transform_feedback
>> I probably didn't think of transform feedback when doing this, so this
>> looked like a good idea. IIRC most drivers didn't deal correctly (or at
>> all) with point size limits - e.g. point size of 0 would disappear
>> (instead of showing point size 1 with non-aa points), max/min point size
>> ignored etc. and it looked like not all drivers actually could deal with
>> it correctly (without adjusting the vertex shader themselves).
>> But you're right this can't work correctly with transform feedback (as
>> clamping should happen at rasterization time), so feel free to implement
>> a solution which works.
>> You can't fallback to Draw however (or rather you shouldn't) since you'd
>> always need to fallback if points are drawn, because you don't know if
>> the actual point size is larger than either the API or implementation
>> dependent limit. So you'd need to fix the drivers to handle it themselves.
> The only requirement so far seems to be:
> If non-aa points, then minimum point size = 1.
> I can fix Radeons and Draw. I guess Christoph wants to go with
> out-of-spec behavior as usual or do what NVIDIA do. That leaves us
It's not "out of spec behaviour".
1. FF: clamp the value passed as point_size to rasterizer statically
2. FF with attentuation: include clamping in the FF shader code that
writes PointSize (or add a property to have the driver do it)
3. GLSL shaders: don't do anything, hw implements rasterization rules
"If the value written to gl_PointSize is less than or equal to zero,
results are undefined." - covered
> 0 is rounded up to 1.0, and on the high end, well, my "implementation
dependent" limit is +inf
> with nvfx and svga. It would be good to know if nvfx can force the
> minimum point size to 1 for non-aa points (cc'ing Lucas Stach). Do you
> have any idea what we should do for svga?
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