[Mesa-dev] [PATCH] gallium: do not automatically enable clip planes when a vertex shader writes to gl_ClipDistance

Olivier Lauffenburger o.lauffenburger at topsolid.com
Tue Oct 3 07:54:14 UTC 2017


> On 29/09/17 12:17, Nicolai Hähnle wrote:
>> On 28.09.2017 20:02, Roland Scheidegger wrote:
>>> Am 28.09.2017 um 18:19 schrieb Jose Fonseca:
>>>> On 28/09/17 17:16, Roland Scheidegger wrote:
>>>>> Am 28.09.2017 um 17:53 schrieb Jose Fonseca:
>>>>>> On 28/09/17 16:29, Roland Scheidegger wrote:
>>>>>>> Am 28.09.2017 um 16:12 schrieb Jose Fonseca:
>>>>>>>> On 27/09/17 15:07, Roland Scheidegger wrote:
>>>>>>>>> Am 27.09.2017 um 09:13 schrieb Olivier Lauffenburger:
>>>>>>>>>> Software rasterizer and LLVM contain code to enable clipping 
>>>>>>>>>> as soon as a vertex shader writes to gl_ClipDistance, even if 
>>>>>>>>>> the corresponding clip planes are disabled.
>>>>>>>>>> GLSL specification states that "Values written into 
>>>>>>>>>> gl_ClipDistance for planes that are not enabled have no 
>>>>>>>>>> effect."
>>>>>>>>>> The actual behavior is thus non-conformant.
>>>>>>>>>>
>>>>>>>>>> This patch removes the code that automagically enables user 
>>>>>>>>>> clipping planes even if they are disabled.
>>>>>>>>>>
>>>>>>>>>> Signed-off-by: Olivier Lauffenburger 
>>>>>>>>>> <o.lauffenburger at topsolid.com>
>>>>>>>>>
>>>>>>>>> FWIW that code is there because you can't disable clip 
>>>>>>>>> distances with
>>>>>>>>> d3d10 - if you write them in the shader, they're enabled (d3d9 
>>>>>>>>> didn't have clip distances, just old user clip planes, which of 
>>>>>>>>> course have enable bits). They are very similar to cull 
>>>>>>>>> distances there (which you can't disable with gl neither).
>>>>>>>>> I suppose we cheated there a bit... I might even have realized 
>>>>>>>>> it wasn't quite GL conformant when we did this, but it didn't 
>>>>>>>>> cause piglit regressions then (I guess it's very rare a shader 
>>>>>>>>> actually declares clip distance outputs but does not enable 
>>>>>>>>> them).
>>>>>>>>> This was introduced back in June 2013:
>>>>>>>>> https://lists.freedesktop.org/archives/mesa-dev/2013-June/04055
>>>>>>>>> 9.html
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> So with this removed, I suppose we need to add a workaround in 
>>>>>>>>> our code (which is indeed rather unfortunate). But I don't see 
>>>>>>>>> another
>>>>>>>>> (reasonable) way to make it gl conformant.
>>>>>>>>> If however there's still no piglit test exercising this, there 
>>>>>>>>> should be one.
>>>>>>>>
>>>>>>>> I'm still not following.  Are we talking about 
>>>>>>>> pipe_rasterizer_state::clip_plane_enable controlling 
>>>>>>>> TGSI_SEMANTIC_CLIPDIST?
>>>>>>> Yes.
>>>>>>>
>>>>>>>>
>>>>>>>> I thought these have nothing to do with one another.
>>>>>>>> pipe_rasterizer_state::clip_plane_enable should control 
>>>>>>>> legacy/fixed-fuction user clip planes.
>>>>>>> Nope. Every single driver (except those using draw) assumes this 
>>>>>>> also enables clip dists - this includes svga which translates 
>>>>>>> those away in the shader which aren't enabled.
>>>>>>>
>>>>>>>
>>>>>>>>
>>>>>>>> If the OpenGL state tracker needs to translate GLSL shaders that 
>>>>>>>> write gl_ClipDistance but where the clip plane is disabled, the 
>>>>>>>> solution is
>>>>>>>> simple: just create a shader variant that omits the 
>>>>>>>> TGSI_SEMANTIC_CLIPDIST in question, or writes an constant to it.
>>>>>>> Well, it is easier to have an extra enable and having to add 
>>>>>>> additional rasterizer dependencies on state trackers which don't 
>>>>>>> have separate enable, rather than having to hack shaders with 
>>>>>>> state trackers which don't have them. Of course, svga does 
>>>>>>> exactly that but it's a bit annoying.
>>>>>>>
>>>>>>>>
>>>>>>>> Like it was mentioned, it should be extremely rare for apps to 
>>>>>>>> emit gl_ClipDistance yet disable the clip planes, hence the 
>>>>>>>> shader variants should be extremely rare.
>>>>>>>>
>>>>>>>> It's not just D3D10/11 that doesn't have flags to disable clip
>>>>>>>> distances: I can't find them in Vulkan spec neither.  And while 
>>>>>>>> I know few/none want to build Vulkan drivers atop Gallium 
>>>>>>>> interface I think it's still useful to decide what deserves to 
>>>>>>>> be in Gallium interface or not.
>>>>>>> Of course, newer apis won't have that - clearly the separate 
>>>>>>> enables just carried over from legacy GL.
>>>>>>>
>>>>>>>> So in short, llvmpipe is fine, please let's fix the state 
>>>>>>>> tracker instead.
>>>>>>> Well, we're really the only ones caring about non-gl gallium 
>>>>>>> state tracker, so I'm not sure it makes sense to impose the d3d10 
>>>>>>> semantics there. We just cheated in draw.
>>>>>>> And actually, thinking about this, it's really not even possible 
>>>>>>> easily and cleanly doing this in the state tracker: you can pass 
>>>>>>> those clip dists to the next shader stage. If that's all 
>>>>>>> pre-fragment stage (vertex, geometry, tesselation), this is still 
>>>>>>> doable just annoying (must pass them unaltered between stages not 
>>>>>>> the last stage before rasterization), but it's impossible to pass 
>>>>>>> them to fragment stage (unless you'd use generic varying) if you 
>>>>>>> rewrite the shader to not include them (don't ask me if it works 
>>>>>>> correctly in svga, it might have code for this too).
>>>>>>>
>>>>>>> So I believe there's really no other choice other than following 
>>>>>>> GL semantics there in gallium.
>>>>>>
>>>>>> Ok..
>>>>>>
>>>>>> So when implementing D3D10 we just need to ensure clip enable is 
>>>>>> always set to all ones?
>>>>
>>>>> I don't think that will work - the (gl and presumably gallium) 
>>>>> semantics are that enabled clip planes must be written or the 
>>>>> results are undefined. I suppose we could cheat there too (in draw) 
>>>>> and take the insersection of enabled and written clip dists, but 
>>>>> otherwise we'd have to enable only these clip planes a shader 
>>>>> actually writes...
>>>>
>>>> I wouldn't call this "cheat", but merely do something sane, 
>>>> something that's not merely undefined, something that works for all APIs.
>>> Well, basically it amounts to using a undefined shader output, and 
>>> such things tend to give undefined results.
>>>
>>>>
>>>> After all, when did gallium stop to be an abstraction to become 
>>>> "whatever GL api does"?
>>> Yes, we could do it differently.
>>> Actually, there's a comment in p_state.h which even states this is 
>>> indeed the case.
>>> "   /**
>>>      * Enable bits for clipping half-spaces.
>>>      * This applies to both user clip planes and shader clip distances.
>>>      * Note that if the bound shader exports any clip distances, 
>>> these
>>>      * replace all user clip planes, and clip half-spaces enabled 
>>> here
>>>      * but not written by the shader count as disabled.
>>>      */
>>>     unsigned clip_plane_enable:PIPE_MAX_CLIP_PLANES;
>>> "
>>> However, I was wrong saying this could work. I realized it cannot - 
>>> this is because there's no explicit switch between old user clip 
>>> planes and clip distances. If the shader writes (at least one) clip 
>>> distance, then those clip distances will be used as additional clip 
>>> planes (when the clip enable bits are set). However, if clip dist 
>>> output does not exist, then that means old user clip planes are 
>>> enabled instead and the corresponding clip math performed (using the 
>>> user clip planes and either ordinary position output or clipVertex output).
>>> Therefore, always setting all clip enable bits to 1 and not writing 
>>> clip dist at all would perform user clip plane clipping... Would be 
>>> fixable with another rasterizer bit I suppose but I'm not sure it's worth it?
>> 
>> If you do care sufficiently, IMO it'd be cleaner to have separate bit 
>> sets for user clip planes and clip distances. It's more bits, but I 
>> think the disentangling of state would be worth it.
>
> That sounds a good idea to me too IMHO, as long it's not too much hassle.
>
> Jose

How is it that gl_ClipVertex does work? The clip planes enable bits are
used to compute and fill the clip distance attributes after the vertex
shader has been executed.
As seen from afar, there is no real difference between this behavior and
the fact to take the clip plane enable bits into account when doing clipping
by user planes.

Or maybe gl_ClipVertex does not work with d3d10? (I only use software
rendering, with or without LLVM). In fact I ran into this gl_ClipDistance
problem when converting vertex shaders from gl_ClipVertex to
gl_ClipDistance in order to stop using a deprecated feature.

Olivier




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