On Wednesday 09 December 2009 08:55:09 michal wrote:
> Zack Rusin pisze:
> > On Wednesday 09 December 2009 08:44:20 Keith Whitwell wrote:
> >> On Wed, 2009-12-09 at 04:41 -0800, michal wrote:
> >>> Zack Rusin pisze:
> >>>> 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_Va
> >>>>l ue ). 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?
> >>>
> >>> Zack,
> >>>
> >>> What would be the difference between
> >>>
> >>> DCL IN[2], FACE, CONSTANT
> >>>
> >>> and
> >>>
> >>> DCL_SV IN[2], FACE
> >>>
> >>> then? Maybe the example is bad, but I don't see what DCL_SV would give
> >>> us the existing DCL doesn't.
> >>
> >> I'd have proposed something slightly different where the SV values don't
> >> land in the INPUT file but some new register file.
> >>
> >> The reason is that when we start looking at geometry shaders, the INPUT
> >> register file becomes two-dimensional, but these SV values remain
> >> single-dimensional.  That means that for current TGSI we'd have stuff
> >> like:
> >>
> >> DCL IN[0..3][0] POSITION
> >> DCL IN[0..3][1] COLOR
> >> DCL IN[2] SOME_SYSTEM_VALUE
> >>
> >> Which is pretty nasty - half of the input file is one dimensional, half
> >> two-dimensional, and you need to look at the index of the first
> >> dimension to figure out whether the input reg is legal or not.
> >>
> >> So, I'm think some new register file to handle these system-generated
> >> values is one possiblility, as in:
> >>
> >> DCL SV[0], FACE
> >>
> >> or
> >>
> >> DCL SV[1],  PRIMITIVE_ID
> >>
> >> Thoughts?
> >
> > Yea, I like that.
> >
> > And then separate syntax to handle the properties or overloading DCL?
> > i.e. DCL GS_INFO  PRIM_IN TRIANGLES
> > vs
> > PROPERTY GS_INFO PRIM_IN TRIANGLES
> > ?
> 
> I think a geometry shader should have its own GS_INFO token that would
> convey the information it needs, i.e. no overloading of the DCL token.
> 
> GS_INFO PRIM_IN TRIANGLES
> GS_INFO PRIM_OUT TRIANGLE_STRIP
> GS_INFO MAX_VERTEX_COUNT 3 /* vertices_out for gl */

We'll be adding more of those then. Basically we'll need an extra token for 
every shader we have.

COMPUTE_INFO WORK_GROUP_SIZE 4 4 4 /*x, y, z*/
DS_INFO DOMAIN 3 /*domain shader*/
HS_INFO MAXTESSFACTOR 3 /*hull shader*/
FS_INFO EARLYDEPTSTENCIL 1
etc.

To me it looks uglier than a special decleration token that could handle all 
of them.

------------------------------------------------------------------------------
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

Reply via email to