[Mesa-dev] [PATCH 4/8] draw: make sure clipping works with injected outputs
Roland Scheidegger
sroland at vmware.com
Fri Aug 2 08:04:06 PDT 2013
Am 02.08.2013 08:28, schrieb Zack Rusin:
> clipping would drop the extra outputs because it always
> used the number of standard vertex shader outputs, without
> geometry shader or extra outputs. The commit makes sure
> that clipping with geometry shaders which have more outputs
> than the current vertex shader and with extra outputs correctly
> propagates the entire vertex.
>
> Signed-off-by: Zack Rusin <zackr at vmware.com>
> ---
> src/gallium/auxiliary/draw/draw_pipe_clip.c | 89 ++++++++++++++++-----------
> 1 file changed, 54 insertions(+), 35 deletions(-)
>
> diff --git a/src/gallium/auxiliary/draw/draw_pipe_clip.c b/src/gallium/auxiliary/draw/draw_pipe_clip.c
> index e83586e..b76e9a5 100644
> --- a/src/gallium/auxiliary/draw/draw_pipe_clip.c
> +++ b/src/gallium/auxiliary/draw/draw_pipe_clip.c
> @@ -136,7 +136,7 @@ static void interp( const struct clip_stage *clip,
> const struct vertex_header *in,
> unsigned viewport_index )
> {
> - const unsigned nr_attrs = draw_current_shader_outputs(clip->stage.draw);
> + const unsigned nr_attrs = draw_num_shader_outputs(clip->stage.draw);
> const unsigned pos_attr = draw_current_shader_position_output(clip->stage.draw);
> const unsigned clip_attr = draw_current_shader_clipvertex_output(clip->stage.draw);
> unsigned j;
> @@ -264,7 +264,6 @@ static void emit_poly( struct draw_stage *stage,
> header.flags |= edge_last;
>
> if (DEBUG_CLIP) {
> - const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader;
> uint j, k;
> debug_printf("Clipped tri: (flat-shade-first = %d)\n",
> stage->draw->rasterizer->flatshade_first);
> @@ -274,7 +273,7 @@ static void emit_poly( struct draw_stage *stage,
> header.v[j]->clip[1],
> header.v[j]->clip[2],
> header.v[j]->clip[3]);
> - for (k = 0; k < vs->info.num_outputs; k++) {
> + for (k = 0; k < draw_num_shader_outputs(stage->draw); k++) {
> debug_printf(" Vert %d: Attr %d: %f %f %f %f\n", j, k,
> header.v[j]->data[k][0],
> header.v[j]->data[k][1],
> @@ -283,7 +282,6 @@ static void emit_poly( struct draw_stage *stage,
> }
> }
> }
> -
> stage->next->tri( stage->next, &header );
> }
> }
> @@ -609,6 +607,35 @@ clip_tri( struct draw_stage *stage,
> }
>
>
> +static int
> +find_interp(const struct draw_fragment_shader *fs, int *indexed_interp,
> + uint semantic_name, uint semantic_index)
> +{
> + int interp;
> + /* If it's gl_{Front,Back}{,Secondary}Color, pick up the mode
> + * from the array we've filled before. */
> + if (semantic_name == TGSI_SEMANTIC_COLOR ||
> + semantic_name == TGSI_SEMANTIC_BCOLOR) {
> + interp = indexed_interp[semantic_index];
> + } else {
> + /* Otherwise, search in the FS inputs, with a decent default
> + * if we don't find it.
> + */
> + uint j;
> + interp = TGSI_INTERPOLATE_PERSPECTIVE;
> + if (fs) {
> + for (j = 0; j < fs->info.num_inputs; j++) {
> + if (semantic_name == fs->info.input_semantic_name[j] &&
> + semantic_index == fs->info.input_semantic_index[j]) {
> + interp = fs->info.input_interpolate[j];
> + break;
> + }
> + }
> + }
> + }
> + return interp;
> +}
Is that logic actually good enough? There's tons of stuff which can't be
interpolated and may not be used in fs. Like layer, viewport array,
face, prim id,... (though I realize you just moved it).
> /* Update state. Could further delay this until we hit the first
> * primitive that really requires clipping.
> */
> @@ -616,11 +643,9 @@ static void
> clip_init_state( struct draw_stage *stage )
> {
> struct clip_stage *clipper = clip_stage( stage );
> - const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader;
> - const struct draw_geometry_shader *gs = stage->draw->gs.geometry_shader;
> const struct draw_fragment_shader *fs = stage->draw->fs.fragment_shader;
> - uint i;
> - const struct tgsi_shader_info *vs_info = gs ? &gs->info : &vs->info;
> + uint i, j;
> + const struct tgsi_shader_info *info = draw_get_shader_info(stage->draw);
>
> /* We need to know for each attribute what kind of interpolation is
> * done on it (flat, smooth or noperspective). But the information
> @@ -663,42 +688,36 @@ clip_init_state( struct draw_stage *stage )
>
> clipper->num_flat_attribs = 0;
> memset(clipper->noperspective_attribs, 0, sizeof(clipper->noperspective_attribs));
> - for (i = 0; i < vs_info->num_outputs; i++) {
> - /* Find the interpolation mode for a specific attribute
> - */
> - int interp;
> -
> - /* If it's gl_{Front,Back}{,Secondary}Color, pick up the mode
> - * from the array we've filled before. */
> - if (vs_info->output_semantic_name[i] == TGSI_SEMANTIC_COLOR ||
> - vs_info->output_semantic_name[i] == TGSI_SEMANTIC_BCOLOR) {
> - interp = indexed_interp[vs_info->output_semantic_index[i]];
> - } else {
> - /* Otherwise, search in the FS inputs, with a decent default
> - * if we don't find it.
> - */
> - uint j;
> - interp = TGSI_INTERPOLATE_PERSPECTIVE;
> - if (fs) {
> - for (j = 0; j < fs->info.num_inputs; j++) {
> - if (vs_info->output_semantic_name[i] == fs->info.input_semantic_name[j] &&
> - vs_info->output_semantic_index[i] == fs->info.input_semantic_index[j]) {
> - interp = fs->info.input_interpolate[j];
> - break;
> - }
> - }
> - }
> - }
> -
> + for (i = 0; i < info->num_outputs; i++) {
> + /* Find the interpolation mode for a specific attribute */
> + int interp = find_interp(fs, indexed_interp,
> + info->output_semantic_name[i],
> + info->output_semantic_index[i]);
> /* If it's flat, add it to the flat vector. Otherwise update
> * the noperspective mask.
> */
> +
> if (interp == TGSI_INTERPOLATE_CONSTANT) {
> clipper->flat_attribs[clipper->num_flat_attribs] = i;
> clipper->num_flat_attribs++;
> } else
> clipper->noperspective_attribs[i] = interp == TGSI_INTERPOLATE_LINEAR;
> }
> + /* Search the extra vertex attributes */
> + for (j = 0; j < stage->draw->extra_shader_outputs.num; j++) {
> + /* Find the interpolation mode for a specific attribute */
> + int interp = find_interp(fs, indexed_interp,
> + stage->draw->extra_shader_outputs.semantic_name[j],
> + stage->draw->extra_shader_outputs.semantic_index[j]);
> + /* If it's flat, add it to the flat vector. Otherwise update
> + * the noperspective mask.
> + */
> + if (interp == TGSI_INTERPOLATE_CONSTANT) {
> + clipper->flat_attribs[clipper->num_flat_attribs] = i + j;
> + clipper->num_flat_attribs++;
> + } else
> + clipper->noperspective_attribs[i + j] = interp == TGSI_INTERPOLATE_LINEAR;
> + }
>
> stage->tri = clip_tri;
> stage->line = clip_line;
>
Otherwise looks good.
Roland
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