[Mesa-dev] [PATCH 7/8] gallium: create TGSI_PROPERTY to disable viewport and clipping
Roland Scheidegger
sroland at vmware.com
Wed May 21 03:42:07 PDT 2014
On 05/21/2014 12:49 AM, Marek Olšák wrote:
> Hi,
>
> Could somebody from VMWare please review this patch? It's for st/nine
> (open d3d9 state tracker).
>
> Thanks,
>
> Marek
>
> On Sat, May 17, 2014 at 1:20 AM, Automated rebase
> <david.heidelberger at ixit.cz> wrote:
>> From: Christoph Bumiller <e0425955 at student.tuwien.ac.at>
>>
>> ---
>> src/gallium/auxiliary/tgsi/tgsi_strings.c | 3 ++-
>> src/gallium/auxiliary/tgsi/tgsi_ureg.c | 16 ++++++++++++++++
>> src/gallium/auxiliary/tgsi/tgsi_ureg.h | 4 ++++
>> src/gallium/docs/source/tgsi.rst | 9 +++++++++
>> src/gallium/include/pipe/p_shader_tokens.h | 3 ++-
>> 5 files changed, 33 insertions(+), 2 deletions(-)
>>
>> diff --git a/src/gallium/auxiliary/tgsi/tgsi_strings.c b/src/gallium/auxiliary/tgsi/tgsi_strings.c
>> index 5b6e47f..c3e7118 100644
>> --- a/src/gallium/auxiliary/tgsi/tgsi_strings.c
>> +++ b/src/gallium/auxiliary/tgsi/tgsi_strings.c
>> @@ -120,7 +120,8 @@ const char *tgsi_property_names[TGSI_PROPERTY_COUNT] =
>> "FS_COORD_PIXEL_CENTER",
>> "FS_COLOR0_WRITES_ALL_CBUFS",
>> "FS_DEPTH_LAYOUT",
>> - "VS_PROHIBIT_UCPS"
>> + "VS_PROHIBIT_UCPS",
>> + "VS_POSITION_WINDOW_SPACE"
>> };
>>
>> const char *tgsi_type_names[5] =
>> diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.c b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
>> index 2bf93ee..bd0a3f7 100644
>> --- a/src/gallium/auxiliary/tgsi/tgsi_ureg.c
>> +++ b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
>> @@ -173,6 +173,7 @@ struct ureg_program
>> unsigned char property_fs_coord_pixel_center; /* = TGSI_FS_COORD_PIXEL_CENTER_* */
>> unsigned char property_fs_color0_writes_all_cbufs; /* = TGSI_FS_COLOR0_WRITES_ALL_CBUFS * */
>> unsigned char property_fs_depth_layout; /* TGSI_FS_DEPTH_LAYOUT */
>> + boolean property_vs_window_space_position; /* TGSI_VS_WINDOW_SPACE_POSITION */
>>
>> unsigned nr_addrs;
>> unsigned nr_preds;
>> @@ -331,6 +332,13 @@ ureg_property_fs_depth_layout(struct ureg_program *ureg,
>> ureg->property_fs_depth_layout = fs_depth_layout;
>> }
>>
>> +void
>> +ureg_property_vs_window_space_position(struct ureg_program *ureg,
>> + boolean vs_window_space_position)
>> +{
>> + ureg->property_vs_window_space_position = vs_window_space_position;
>> +}
>> +
>> struct ureg_src
>> ureg_DECL_fs_input_cyl_centroid(struct ureg_program *ureg,
>> unsigned semantic_name,
>> @@ -1508,6 +1516,14 @@ static void emit_decls( struct ureg_program *ureg )
>> ureg->property_fs_depth_layout);
>> }
>>
>> + if (ureg->property_vs_window_space_position) {
>> + assert(ureg->processor == TGSI_PROCESSOR_VERTEX);
>> +
>> + emit_property(ureg,
>> + TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION,
>> + ureg->property_vs_window_space_position);
>> + }
>> +
>> if (ureg->processor == TGSI_PROCESSOR_VERTEX) {
>> for (i = 0; i < UREG_MAX_INPUT; i++) {
>> if (ureg->vs_inputs[i/32] & (1 << (i%32))) {
>> diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.h b/src/gallium/auxiliary/tgsi/tgsi_ureg.h
>> index a0a50b7..28edea6 100644
>> --- a/src/gallium/auxiliary/tgsi/tgsi_ureg.h
>> +++ b/src/gallium/auxiliary/tgsi/tgsi_ureg.h
>> @@ -184,6 +184,10 @@ void
>> ureg_property_fs_depth_layout(struct ureg_program *ureg,
>> unsigned fs_depth_layout);
>>
>> +void
>> +ureg_property_vs_window_space_position(struct ureg_program *ureg,
>> + boolean vs_window_space_position);
>> +
>>
>> /***********************************************************************
>> * Build shader declarations:
>> diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
>> index 9500b9d..2ca3c3b 100644
>> --- a/src/gallium/docs/source/tgsi.rst
>> +++ b/src/gallium/docs/source/tgsi.rst
>> @@ -2848,6 +2848,15 @@ input primitive. Each invocation will have a different
>> TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
>> be 1.
>>
>> +VS_WINDOW_SPACE_POSITION
>> +""""""""""""""""""""""""""
>> +If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
>> +is assumed to contain window space coordinates.
>> +Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
>> +directly taken from the 4-th component of the shader output.
>> +Naturally, clipping is not performed on window coordinates either.
>> +The effect of this property is undefined if a geometry or tessellation shader
>> +are in use.
>>
>> Texture Sampling and Texture Formats
>> ------------------------------------
>> diff --git a/src/gallium/include/pipe/p_shader_tokens.h b/src/gallium/include/pipe/p_shader_tokens.h
>> index d095bd3..9261b79 100644
>> --- a/src/gallium/include/pipe/p_shader_tokens.h
>> +++ b/src/gallium/include/pipe/p_shader_tokens.h
>> @@ -237,7 +237,8 @@ union tgsi_immediate_data
>> #define TGSI_PROPERTY_FS_DEPTH_LAYOUT 6
>> #define TGSI_PROPERTY_VS_PROHIBIT_UCPS 7
>> #define TGSI_PROPERTY_GS_INVOCATIONS 8
>> -#define TGSI_PROPERTY_COUNT 9
>> +#define TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION 9
>> +#define TGSI_PROPERTY_COUNT 10
>>
>> struct tgsi_property {
>> unsigned Type : 4; /**< TGSI_TOKEN_TYPE_PROPERTY */
>> --
I can't say I'm a big fan of it (I guess alternatively you could use a
TGSI_SEMANTIC_POSITIONT output but that doesn't really make a difference
neither).
This was quite some d3d hack which doesn't really fit into a modern
shader based world (of course, it doesn't work with d3d10 neither). So,
the usual way to deal with this is to translate this away, since this
was only used for old or simple stuff afaik (if it was complex you tend
to not already know the screen space coords) noone is going to care if
it runs at 1500 or 1520 fps anyway.
But if you really think this is a must have and are going to use it in a
public state tracker you probably have to implement a cap bit for it
too, and be able to deal with drivers which can't handle it - it seems
unreasonable to me to assume all drivers will handle it (hence you don't
really save anything in the state tracker, you still need all the code
translating it away anyway).
Roland
More information about the mesa-dev
mailing list