[Mesa-dev] [PATCH V2 05/12] glsl: Add new builtins required by GL_ARB_sample_shading
Ian Romanick
idr at freedesktop.org
Mon Oct 28 18:34:40 CET 2013
On 10/25/2013 04:45 PM, Anuj Phogat wrote:
> New builtins added by GL_ARB_sample_shading:
> in vec2 gl_SamplePosition
> in int gl_SampleID
> in int gl_NumSamples
> out int gl_SampleMask[]
>
> V2: - Use SWIZZLE_XXXX for STATE_NUM_SAMPLES.
> - Use "result.samplemask" in arb_output_attrib_string.
> - Add comment to explain the size of gl_SampleMask[] array.
> - Make gl_SampleID and gl_SamplePosition system values.
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> Reviewed-by: Paul Berry <stereotype441 at gmail.com>
With the two minor nits below fixed, this patch is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
> src/glsl/builtin_variables.cpp | 18 ++++++++++++++++++
> src/mesa/main/mtypes.h | 10 +++++++++-
> src/mesa/program/prog_print.c | 1 +
> 3 files changed, 28 insertions(+), 1 deletion(-)
>
> diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
> index 64f3406..bb3d057 100644
> --- a/src/glsl/builtin_variables.cpp
> +++ b/src/glsl/builtin_variables.cpp
> @@ -30,6 +30,9 @@
> #include "program/prog_statevars.h"
> #include "program/prog_instruction.h"
>
> +static struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
> + {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
> +};
>
> static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
> {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
> @@ -236,6 +239,7 @@ static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
> #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
>
> static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
> + STATEVAR(gl_NumSamples),
> STATEVAR(gl_DepthRange),
> STATEVAR(gl_ClipPlane),
> STATEVAR(gl_Point),
> @@ -645,6 +649,7 @@ builtin_variable_generator::generate_constants()
> void
> builtin_variable_generator::generate_uniforms()
> {
> + add_uniform(int_t, "gl_NumSamples");
> add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
> add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
> add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
> @@ -821,6 +826,19 @@ builtin_variable_generator::generate_fs_special_vars()
> if (state->AMD_shader_stencil_export_warn)
> var->warn_extension = "GL_AMD_shader_stencil_export";
> }
> +
> + if (state->ARB_sample_shading_enable) {
> + add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
> + add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
> + /* From the ARB_sample_shading specification:
> + * "The number of elements in the array is ceil(<s>/32), where <s>
> + * is the maximum number of color samples supported by the
> + * implementation."
> + * Since no drivers expose more than 32x MSAA, we can simply set
> + * the array size to 1 rather than computing it.
> + */
The formatting (indentation after the spec quote) is a little off.
> + add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
> + }
> }
>
>
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index 8306969..869470e 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -274,6 +274,11 @@ typedef enum
> #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
> /*@}*/
>
> +/**
> + * Bitflags for system values.
> + */
> +#define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
> +#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
>
> /**
> * Determine if the given gl_varying_slot appears in the fragment shader.
> @@ -306,12 +311,13 @@ typedef enum
> * register is written. No FRAG_RESULT_DATAn will be written.
> */
> FRAG_RESULT_COLOR = 2,
> + FRAG_RESULT_SAMPLE_MASK = 3,
>
> /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
> * or ARB_fragment_program fragment.color[n]) color results. If
> * any are written, FRAG_RESULT_COLOR will not be written.
> */
> - FRAG_RESULT_DATA0 = 3,
> + FRAG_RESULT_DATA0 = 4,
> FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
> } gl_frag_result;
>
> @@ -1904,6 +1910,8 @@ typedef enum
> SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
> SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
> SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
> + SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
> + SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
The /**< should line up with the others.
> SYSTEM_VALUE_MAX /**< Number of values */
> } gl_system_value;
>
> diff --git a/src/mesa/program/prog_print.c b/src/mesa/program/prog_print.c
> index cf85213..fa9063f 100644
> --- a/src/mesa/program/prog_print.c
> +++ b/src/mesa/program/prog_print.c
> @@ -311,6 +311,7 @@ arb_output_attrib_string(GLint index, GLenum progType)
> "result.depth", /* FRAG_RESULT_DEPTH */
> "result.(one)", /* FRAG_RESULT_STENCIL */
> "result.color", /* FRAG_RESULT_COLOR */
> + "result.samplemask", /* FRAG_RESULT_SAMPLE_MASK */
> "result.color[0]", /* FRAG_RESULT_DATA0 (named for GLSL's gl_FragData) */
> "result.color[1]",
> "result.color[2]",
>
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