[Mesa-dev] [PATCH 01/13] mesa: Document SYSTEM_VALUE_VERTEX_ID and SYSTEM_VALUE_INSTANCE_ID
Kenneth Graunke
kenneth at whitecape.org
Fri Aug 8 00:31:05 PDT 2014
From: Ian Romanick <ian.d.romanick at intel.com>
v2: Additions to the documentation for SYSTEM_VALUE_VERTEX_ID. Quote
the GL_ARB_shader_draw_parameters spec and mention DirectX SV_VertexID.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/main/mtypes.h | 57 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 57 insertions(+)
This series is available as the 'basevertex-v9' branch of ~kwg/mesa
(not ~idr/mesa). Ken tested this series against Piglit on Haswell and
Broadwell, but did not test earlier hardware, nor run the ES3 tests.
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index ff130da..207be0a 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2055,7 +2055,64 @@ typedef enum
* \name Vertex shader system values
*/
/*@{*/
+ /**
+ * OpenGL-style vertex ID.
+ *
+ * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
+ * OpenGL 3.3 core profile spec says:
+ *
+ * "gl_VertexID holds the integer index i implicitly passed by
+ * DrawArrays or one of the other drawing commands defined in section
+ * 2.8.3."
+ *
+ * Section 2.8.3 (Drawing Commands) of the same spec says:
+ *
+ * "The commands....are equivalent to the commands with the same base
+ * name (without the BaseVertex suffix), except that the ith element
+ * transferred by the corresponding draw call will be taken from
+ * element indices[i] + basevertex of each enabled array."
+ *
+ * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
+ * says:
+ *
+ * "In unextended GL, vertex shaders have inputs named gl_VertexID and
+ * gl_InstanceID, which contain, respectively the index of the vertex
+ * and instance. The value of gl_VertexID is the implicitly passed
+ * index of the vertex being processed, which includes the value of
+ * baseVertex, for those commands that accept it."
+ *
+ * gl_VertexID gets basevertex added in. This differs from DirectX where
+ * SV_VertexID does \b not get basevertex added in.
+ */
SYSTEM_VALUE_VERTEX_ID,
+
+ /**
+ * Instanced ID as supplied to gl_InstanceID
+ *
+ * Values assigned to gl_InstanceID always begin with zero, regardless of
+ * the value of baseinstance.
+ *
+ * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
+ * says:
+ *
+ * "gl_InstanceID holds the integer instance number of the current
+ * primitive in an instanced draw call (see section 10.5)."
+ *
+ * Through a big chain of pseudocode, section 10.5 describes that
+ * baseinstance is not counted by gl_InstanceID. In that section, notice
+ *
+ * "If an enabled vertex attribute array is instanced (it has a
+ * non-zero divisor as specified by VertexAttribDivisor), the element
+ * index that is transferred to the GL, for all vertices, is given by
+ *
+ * floor(instance/divisor) + baseinstance
+ *
+ * If an array corresponding to an attribute required by a vertex
+ * shader is not enabled, then the corresponding element is taken from
+ * the current attribute state (see section 10.2)."
+ *
+ * Note that baseinstance is \b not included in the value of instance.
+ */
SYSTEM_VALUE_INSTANCE_ID,
/*@}*/
--
2.0.2
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