[Mesa-dev] [PATCH 00/13] Fix gl_VertexID on i965

Chris Forbes chrisf at ijw.co.nz
Sat Jun 21 15:27:33 PDT 2014


This will be broken for indirect draws too, and possibly
performance-crippling to fix there, since we don't have the baseVertex
value available to shove into a uniform.

On Sun, Jun 22, 2014 at 3:36 AM, Roland Scheidegger <sroland at vmware.com> wrote:
> Am 21.06.2014 03:00, schrieb Ian Romanick:
>> This patch series fixes bugs in the i965 w.r.t. several uses of
>> gl_VertexID.  OpenGL (desktop and ES) have the following expectations of
>> gl_VertexID:
>>
>> 1. When used with BaseVertex drawing commands, gl_VertexID will include
>> the value of basevertex.  This differens from "the other API," but the
>> change in OpenGL was based on feedback from application developers.
>> This only affects OpenGL 3.2+.
>
> I don't question this, but note some binary drivers may not agree. There
> are unforunately lots of man pages around of
> glDrawElementsInstancedBaseVertexBaseInstance too which state:
> "The basevertex has no effect on the shader-visible value of
> gl_VertexID." There's a bug filed about this
> (https://www.khronos.org/bugzilla/show_bug.cgi?id=932) which is still
> open though maybe it has all been resolved...
> (I'll just mention that llvmpipe right now will do d3d10-style vertexID
> though I guess indeed at some point we need to make it either switchable
> or implement GL_ARB_shader_draw_parameters so it can be worked around
> easily in the state tracker.)
>
> Roland
>
>
>>
>> 2. When used with DrawArrays drawing commands, gl_VertexID will count
>> from the 'start' value instead of zero.  This affects OpenGL 3.0+ and
>> OpenGL ES 3.0+.
>>
>> The i965 driver botched both of these for slightly different reasons.
>> For #1, our hardware was designed with the "other API's" semantic in
>> mind, so gl_VertexID doesn't include the basevertex value.
>>
>> For #2, we implement DrawArrays with a non-zero start index by
>> reprogramming the array base offset.  As a result, gl_VertexID always
>> counts from zero.
>>
>> I suspect other hardware may suffer from one or both of these issues.  I
>> have sent tests to the piglit list to reproduce them.
>>
>> To fix both of these issues, the shader needs to know the basevertex
>> value.  A later GL extension, GL_ARB_shader_draw_parameters, adds
>> gl_BaseVertex and gl_BaseInstance as built-in variables.  I believe some
>> hardware implements these as system values much like gl_VertexID.
>>
>> I started this series with the assumption that we could have a
>> SYSTEM_VALUE_BASE_VERTEX that might come from a uniform.  In the end, I
>> couldn't make that work.  I left patch 7 in the series, but we may want
>> to remove it.
>>
>> I added a STATE_BASE_VERTEX uniform instead.
>>
>> There is now a lowering pass that converts gl_VertexID to
>> gl_VertexIDMESA + gl_BaseVertex (backed by a uniform).  Some of these
>> names should probably be changed.
>>
>> I have also contemplated adding an extension that exposes the other
>> semantic for gl_VertexID for applications that actually want that.  This
>> is primarily things that are porting content (or "bridging" content)
>> from the other API.  That, however, can happen later.
>>
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