Hi, currently Gallium3d shaders predefine all their inputs/outputs. We've handled all inputs/outputs the same way. e.g. VERT DCL IN[0] DCL OUT[0], POSITION DCL OUT[1], COLOR DCL CONST[0..9] DCL TEMP[0..3] or FRAG DCL IN[0], COLOR, LINEAR DCL OUT[0], COLOR
There are certain inputs/output which don't really follow the typical rules for inputs/outputs though and we've been imitating those with extra normal semantics (e.g. front face). It all falls apart a bit on anything with shader model 4.x and up. That's because in there we've got what Microsoft calls system-value semantics. ( http://msdn.microsoft.com/en-us/library/ee418355(VS.85).aspx#System_Value ). They all represent system-generated inputs/outputs for shaders. And while so far we only really had to handle front-face since shader model 4.x we have to deal with lots of them (geometry shaders, domain shaders, computer shaders... they all have system generated inputs/outputs) I'm thinking of adding something similar to what D3D does to Gallium3d. So just adding a new DCL type, e.g. DCL_SV which takes the vector name and the system-value semantic as its inputs, so FRAG DCL IN[0], COLOR, LINEAR DCL IN[1], COLOR[1], LINEAR DCL IN[2], FACE, CONSTANT would become FRAG DCL IN[0], COLOR, LINEAR DCL IN[1], COLOR[1], LINEAR DCL_SV IN[2], FACE It likely could be done in a more generic fashion though. Opinions? z ------------------------------------------------------------------------------ Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev