[Mesa-dev] [PATCH 1/2] gallium/docs: improve docs for SAMPLE_POS, SAMPLE_INFO, TXQS, MSAA semantics
Marek Olšák
maraeo at gmail.com
Sat Aug 19 19:32:19 UTC 2017
How about we remove all opcodes that are unused? Like:
SAMPLE_POS
SAMPLE_INFO
SAMPLE
SAMPLE_I
SAMPLE_I_MS
SAMPLE_B
SAMPLE_C
SAMPLE_C_LZ
SAMPLE_D
SAMPLE_L
GATHER4
SVIEWINFO
SWITCH
CASE
DEFAULT
ENDSWITCH
BREAKC
BGNSUB
ENDSUB
CAL
Marek
On Tue, Jun 13, 2017 at 4:00 PM, Brian Paul <brianp at vmware.com> wrote:
> On 06/12/2017 05:33 PM, Roland Scheidegger wrote:
>>
>> Am 12.06.2017 um 21:19 schrieb Brian Paul:
>>>
>>> On 06/12/2017 11:50 AM, Nicolai Hähnle wrote:
>>>>
>>>> On 12.06.2017 19:37, Brian Paul wrote:
>>>>>
>>>>> For the SAMPLE_POS and SAMPLE_INFO opcodes, clarify resource vs. render
>>>>> target queries, range of postion values, swizzling, etc. We basically
>>>>> follow the DX10.1 conventions.
>>>>>
>>>>> For the TXQS opcode and TGSI_SEMANTIC_SAMPLEID, clarify return value
>>>>> and type.
>>>>>
>>>>> For the TGSI_SEMANTIC_SAMPLEPOS system value, clarify the range of
>>>>> positions returned.
>>>>> ---
>>>>> src/gallium/docs/source/tgsi.rst | 53
>>>>> +++++++++++++++++++++++++++++++---------
>>>>> 1 file changed, 42 insertions(+), 11 deletions(-)
>>>>>
>>>>> diff --git a/src/gallium/docs/source/tgsi.rst
>>>>> b/src/gallium/docs/source/tgsi.rst
>>>>> index 7fb963f..310b49d 100644
>>>>> --- a/src/gallium/docs/source/tgsi.rst
>>>>> +++ b/src/gallium/docs/source/tgsi.rst
>>>>> @@ -982,7 +982,9 @@ XXX doesn't look like most of the opcodes really
>>>>> belong here.
>>>>> .. opcode:: TXQS - Texture Samples Query
>>>>> This retrieves the number of samples in the texture, and stores it
>>>>> - into the x component. The other components are undefined.
>>>>> + into the x component as an unsigned integer. The other components
>>>>> are
>>>>> + undefined. If the texture is not multisampled, this function
>>>>> returns
>>>>> + (1, 0, 0, 0).
>>>>> .. math::
>>>>> @@ -2538,14 +2540,40 @@ after lookup.
>>>>> .. opcode:: SAMPLE_POS
>>>>> - Query the position of a given sample. dst receives float4 (x, y,
>>>>> 0, 0)
>>>>> - indicated where the sample is located. If the resource is not a
>>>>> multi-sample
>>>>> - resource and not a render target, the result is 0.
>>>>> + Query the position of a sample in the given resource or render
>>>>> target
>>>>> + when per-sample fragment shading is in effect.
>>>>> +
>>>>> + Syntax: ``SAMPLE_POS dst, source, sample_index``
>>>>> +
>>>>> + dst receives float4 (x, y, 0, 0) indicated where the sample is
>>>>> located.
>>>>> + Sample locations are in the range [0, 1] where 0.5 is the center of
>>>>> the
>>>>> + fragment.
>>>>> +
>>>>> + source is either a sampler view (to indicate a shader resource) or
>>>>> temp
>>>>> + register (to indicate the render target). The source register may
>>>>> have
>>>>> + an optional swizzle to apply to the returned result
>>>>> +
>>>>> + sample_index is an integer scalar indicating which sample position
>>>>> is to
>>>>> + be queried.
>>>>> +
>>>>> + If per-sample shading is not in effect or the source resource or
>>>>> render
>>>>> + target is not multisampled, the result is (0, 0, 0, 0).
>>>>
>>>>
>>>> We don't actually implement SAMPLE_POS in radeonsi, but are you sure
>>>> this is a good idea? Wouldn't it make more sense that the result is
>>>> (0.5, 0.5, 0, 0)?
>>>
>>>
>>> I think you're right. The DX docs say the default (in some cases) is
>>> zeros, which would correspond the fragment center. So that'd be (0.5,
>>> 0.5, 0, 0) for GL (which is what the extension spec indicates).
>>
>>
>> I'd argue you strictly can't use these opcodes with GL (but they are
>> probably not specified correctly for dx10 neither right now).
>> I'm not sure which extension you're talking about, but generally for all
>> gallium sample opcodes they won't work in gl in any case because you
>> need opcodes taking samplers, not sampler views (we're going to also
>> need a dx10 lod opcode version for that reason.)
>
>
> Actually, TGSI_OPCODE_SAMPLE_POS and _INFO aren't even used yet. The state
> tracker doesn't emit them and no driver implements them. I was trying to be
> proactive and clarify them while working with the MSAA-related semantic
> labels. I believe Zack added them originally. Maybe we should just put a
> big "XXX do not use" comment on them for the time being. I'm open to
> suggestions.
>
>
>> (And yes, d3d10.1 specifies the value in there is relative to pixel
>> center, hence 0).
>
>
> I also need to check which way the Y axis is defined. AFAICT, the drivers
> which use TGSI_SEMANTIC_SAMPLEPOS assume the positions are in the GL
> coordinate system. I suspect that in addition to the 0.5 bias, DX10 also
> inverts Y.
>
>
>> Albeit those opcodes working both for rasterizer and resources is still
>> weird...
>
>
> That's a D3D thing. Rather than introduce a D3D "rasterizer" register in
> gallium I opted to use a temp reg.
>
> -Brian
>
>
>
>>
>> Roland
>>
>>
>>> I'll post updated patches...
>>>
>>> -Brian
>>>
>>>>
>>>> The rest look good to me.
>>>>
>>>> Cheers,
>>>> Nicolai
>>>>
>>>>
>>>>> .. opcode:: SAMPLE_INFO
>>>>> - dst receives number of samples in x. If the resource is not a
>>>>> multi-sample
>>>>> - resource and not a render target, the result is 0.
>>>>> + Query the number of samples in a multisampled resource or render
>>>>> target.
>>>>> +
>>>>> + Syntax: ``SAMPLE_INFO dst, source``
>>>>> +
>>>>> + dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
>>>>> + resource or the render target.
>>>>> +
>>>>> + source is either a sampler view (to indicate a shader resource) or
>>>>> temp
>>>>> + register (to indicate the render target). The source register may
>>>>> have
>>>>> + an optional swizzle to apply to the returned result
>>>>> +
>>>>> + If per-sample shading is not in effect or the source resource or
>>>>> render
>>>>> + target is not multisampled, the result is (1, 0, 0, 0).
>>>>> .. _resourceopcodes:
>>>>> @@ -3284,15 +3312,18 @@ TGSI_SEMANTIC_SAMPLEID
>>>>> """"""""""""""""""""""
>>>>> For fragment shaders, this semantic label indicates that a system
>>>>> value
>>>>> -contains the current sample id (i.e. gl_SampleID).
>>>>> -This is an integer value, and only the X component is used.
>>>>> +contains the current sample id (i.e. gl_SampleID) as an unsigned int.
>>>>> +Only the X component is used. If per-sample shading is not enabled,
>>>>> +the result is (0, 0, 0, 0).
>>>>> TGSI_SEMANTIC_SAMPLEPOS
>>>>> """""""""""""""""""""""
>>>>> -For fragment shaders, this semantic label indicates that a system
>>>>> value
>>>>> -contains the current sample's position (i.e. gl_SamplePosition). Only
>>>>> the X
>>>>> -and Y values are used.
>>>>> +For fragment shaders, this semantic label indicates that a system
>>>>> +value contains the current sample's position as float4(x, y, 0, 0) in
>>>>> +the render target (i.e. gl_SamplePosition) when per-fragment shading
>>>>> +is in effect. Position values are in the range [0, 1] where 0.5 is
>>>>> +the center of the fragment.
>>>>> TGSI_SEMANTIC_SAMPLEMASK
>>>>> """"""""""""""""""""""""
>>>>>
>>>>
>>>>
>
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