On 11.01.2015 06:05, Ilia Mirkin wrote:
Can you elaborate a bit as to why that's the right thing to do?

On Wed, Jan 7, 2015 at 1:52 PM, Tobias Klausmann
<tobias.johannes.klausm...@mni.thm.de> wrote:
If we capture transform feedback from n stream in (n-1) buffers we face a
NULL buffer, use the buffer (n-1) to capture the output of stream n.

This fixes one piglit test with nvc0:
    arb_gpu_shader5-xfb-streams-without-invocations

Signed-off-by: Tobias Klausmann <tobias.johannes.klausm...@mni.thm.de>
---
  src/mesa/state_tracker/st_cb_xformfb.c | 5 +++++
  1 file changed, 5 insertions(+)

diff --git a/src/mesa/state_tracker/st_cb_xformfb.c 
b/src/mesa/state_tracker/st_cb_xformfb.c
index 8f75eda..5a12da4 100644
--- a/src/mesa/state_tracker/st_cb_xformfb.c
+++ b/src/mesa/state_tracker/st_cb_xformfb.c
@@ -123,6 +123,11 @@ st_begin_transform_feedback(struct gl_context *ctx, GLenum 
mode,
        struct st_buffer_object *bo = st_buffer_object(sobj->base.Buffers[i]);

        if (bo) {
+         if (!bo->buffer)
+            /* If we capture transform feedback from n streams into (n-1)
+             * buffers we have to write to buffer (n-1) for stream n.
+             */
+            bo = st_buffer_object(sobj->base.Buffers[i-1]);
           /* Check whether we need to recreate the target. */
           if (!sobj->targets[i] ||
               sobj->targets[i] == sobj->draw_count ||
--
2.2.1
Quoted from Ilia Mirkin, to specify what shall be elaborated:
"Can you explain (on-list) why using buffer n - 1 is the right thing to
do to capture output of stream n? I would have thought that the output
for that stream should be discarded or something.

Like with a spec quotation or some other justification. i.e. why is
the code you wrote correct? Why is it better than, say, bo =
buffers[0], or some other thing entirely?"

Yeah thats the most concerning point i see as well. The problem is that there is a interaction between arb_gpu_shader5 and arb_transform_feedback3, but after a bit of reading i think the patch is actually what we should do:

From the arb_transfrom_feedback3 spec:
"
(3) How might you use transform feedback with geometry shaders and
        multiple vertex streams?

RESOLVED: As a simple example, let's say you are processing triangles
      and capture both processed triangle vertices and some values that are
      computed per-primitive (e.g., facet normal).  The geometry shader
      might declare its outputs like the following:

        layout(stream = 0) out vec4 position;
        layout(stream = 0) out vec4 texcoord;
        layout(stream = 1) out vec4 normal;

      "position" and "texcoord" would be per-vertex attributes written to
      vertex stream 0; "normal" would be a per-triangle facet normal.  The
geometry shader would emit three vertices to stream zero (the processed
      input vertices) and a single vertex to stream one (the per-triangle
      data).  The transform feedback API usage for this case would be
      something like:

// Set up buffer objects 21 and 22 to capture data for per-vertex and
        // per primitive values.
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 21);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 1, 22);

        // Set up XFB to capture position and texcoord to buffer binding
// point 0 (buffer 21 bound), and normal to binding point 1 (buffer
        // 22 bound).
        char *strings[] = { "position", "texcoord", "gl_NextBuffer",
                            "normal" };
"

-> Especially the comments are enlightening as to where the outputs should go. Thats what happens with the "arb_gpu_shader5-xfb-streams-without-invocations" test, where two stream(outputs) are captured into one buffer.

One might argue now if we have to count .Buffers[i-1] for all buffers after this...

Comments and additional feedback is always appreciated!

Greetings,
Tobias

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