Keith Whitwell pisze: > On Mon, 2009-12-14 at 06:51 -0800, michal wrote: > >> Zack Rusin pisze: >> >>> On Monday 14 December 2009 09:29:03 Keith Whitwell wrote: >>> >>> >>>> On Mon, 2009-12-14 at 06:23 -0800, michal wrote: >>>> >>>> >>>>> To fully support geometry shaders, we need some means to declare a >>>>> two-dimensional register file. The following declaration >>>>> >>>>> DCL IN[3][0] >>>>> >>>>> would declare an input register with index 0 (first dimension) and size >>>>> 3 (second dimension). Since the second dimension is a size, not an index >>>>> (or, for that matter, an index range), a new token has been added that >>>>> specifies the declared size of the register. >>>>> >>>>> >>>> Is this a good representation? What would happen if there was: >>>> >>>> DCL IN[4][0] >>>> DCL IN[3][1] >>>> >>>> Presumably the "3" is always going to be "3", and it's a property of the >>>> geometry shader - I think Zack has a patch which adds something like: >>>> >>>> PROP GS_VERTICES_IN 3 >>>> >>>> Then couldn't we just have the equivalent of: >>>> >>>> DCL IN[][0] >>>> DCL IN[][1] >>>> >>>> with the size of the first dimension specified by the property? >>>> >>>> >>> Yea, that's what I thought the dimensional arrays should look like for GS >>> in >>> TGSI (they already do in GLSL and HLSL). >>> >>> >> Actually, GS_VERTICES_IN could be derived from GS_INPUT_PRIM property. >> >> GL_ARB_geometry_shader4 has this mapping: >> >> " >> >> Value of built-in >> Input primitive type gl_VerticesIn >> ----------------------- ----------------- >> POINTS 1 >> LINES 2 >> LINES_ADJACENCY_ARB 4 >> TRIANGLES 3 >> TRIANGLES_ADJACENCY_ARB 6 >> >> " >> >> But that also defeats the purpose of this patch -- INPUT registers would >> have implied two-dimensionality when declared inside GS. >> > > We have agreed that, its true... > > So is this patch necessary? Is it sufficient to simply make the > statements that: > > a) Geometry shader INPUTs are always two dimensional > b) The first dimension is determined by the input primitive type? > > Yes, thanks.
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