On Wednesday 09 December 2009 10:05:13 michal wrote:
> Zack Rusin pisze:
> > 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.
> 
> Can you propose a patch against p_shader_tokens.h that introduces a
> PROPERTY token?

I could do that but only if we agree it's in the name of love.

So is everyone ok with a new register SV for system generated values and new 
declaration token called PROPERTY for shader specific properties (btw, d3d 
calls those attributes, but since attributes already have a meaning in glsl I 
think it'd probably wise to not try to redefine it).

z

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