Displaying 7 results from an estimated 7 matches for "gl_culldistance".
2015 May 24
2
[Mesa-dev] [PATCH 07/11] glsl: Add arb_cull_distance support
...ar *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->Const.MaxClipPlanes) {
> + /* From the ARB_cull_distance spec:
> + *
> + * "The gl_CullDistance array is predeclared as unsized and
> + * must be sized by the shader either redeclaring...
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
4
[RFC PATCH 00/11] Implement ARB_cull_distance
...ht
> 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
distance. In the TGSI, I'm thinking this might look approximately like
PROPERTY CULL_MASK (1<<6)
DCL OUT[0], CLIPDIST[0]
DCL OUT[1], CLIPD...
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 those are equal, sorry for wasti...
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
...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=1, see i pass and forget
>> to chec...
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
...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
>> distance. In the TGSI, I'm thinking this might look approximately like
>>
>> PROPERTY CULL_MASK (1...