search for: gl_clipdist

Displaying 7 results from an estimated 7 matches for "gl_clipdist".

2015 May 24
2
[Mesa-dev] [PATCH 07/11] glsl: Add arb_cull_distance support
...a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp > index 8aebb13..4db2b2e 100644 > --- a/src/glsl/ast_to_hir.cpp > +++ b/src/glsl/ast_to_hir.cpp > @@ -1045,6 +1045,20 @@ check_builtin_array_max_size(const char *name, unsigned size, > _mesa_glsl_error(&loc, state, "`gl_ClipDistance' array size cannot " > "be larger than gl_MaxClipDistances (%u)", > state->Const.MaxClipPlanes); > + } else if (strcmp("gl_CullDistance", name) == 0 > + && size > state->Cons...
2015 May 25
4
[RFC PATCH 00/11] Implement ARB_cull_distance
...tten a shader_test for this a while ago which you pushed to piglit > (fs-cull-and-clip-distance-different.shader_test). If i remember right > nvidia passed that test just fine. My take (and note that I last read the extension many months ago) is that you're supposed to figure out the max gl_ClipDistance[] written, and then write all your cull distances above that. So if you, e.g., have something like gl_ClipDistance[5] = 1; gl_CullDistance[0] = 1; Then it would decide that there are 6 clip distances (or if there's an explicit out float gl_ClipDistance[n], then use that), and 1 cull dista...
2015 May 24
19
[RFC PATCH 00/11] Implement ARB_cull_distance
This patch series adds the needed support for this extension to the various parts of mesa to finally enable it for nvc0. Dave Airlie (1): glsl: lower cull_distance into cull_distance_mesa Tobias Klausmann (10): glapi: add GL_ARB_cull_distance mesa/main: add support for GL_ARB_cull_distance mesa/prog: Add varyings for arb_cull_distance mesa/st: add support for GL_ARB_cull_distance
2015 May 25
2
[RFC PATCH 00/11] Implement ARB_cull_distance
On 25 May 2015 at 08:11, Marek Olšák <maraeo at gmail.com> wrote: > It's the same on Radeon. There are 2x ClipOrCullDistance output > vectors and a mask saying it should clip or cull or do nothing. > > Marek > My thinking was gallium should have a single semantic and a mask in the shader definition maybe. though it doesn't solve the does nvidia do the right thing with
2015 May 27
2
[RFC PATCH 00/11] Implement ARB_cull_distance
...gt; nvidia passed that test just fine. Ah btw, if we follow Brian Paul, overlapping indexes are fine! (and it is way more intuitive to use for a shader developer) >> My take (and note that I last read the extension many months ago) is >> that you're supposed to figure out the max gl_ClipDistance[] written, >> and then write all your cull distances above that. So if you, e.g., >> have something like >> >> gl_ClipDistance[5] = 1; >> gl_CullDistance[0] = 1; >> >> Then it would decide that there are 6 clip distances (or if there's an >> e...
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
On 24.05.2015 20:25, Ilia Mirkin wrote: > I'm having a bit of trouble tracing through this. What happens if I > have a shader that just does: > > gl_ClipDistance[0] = 1; > gl_CullDistance[0] = 1; > > what does the resulting TGSI look like? (Assuming that clip plane 0 is > enabled.) What about the generated nvc0 code (for the vertex shader)? (hack up a patch for this, run it without DRI_PRIME=1, see i pass and forget to check it again) yeah...
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
...t 3:30 PM, Tobias Klausmann > <tobias.johannes.klausmann at mni.thm.de> wrote: >> >> On 24.05.2015 20:25, Ilia Mirkin wrote: >>> I'm having a bit of trouble tracing through this. What happens if I >>> have a shader that just does: >>> >>> gl_ClipDistance[0] = 1; >>> gl_CullDistance[0] = 1; >>> >>> what does the resulting TGSI look like? (Assuming that clip plane 0 is >>> enabled.) What about the generated nvc0 code (for the vertex shader)? >> >> (hack up a patch for this, run it without DRI_PRIME=...