Marek Olšák wrote:
On Thu, Jun 24, 2010 at 12:25 AM, Marek Olšák <mar...@gmail.com <mailto:mar...@gmail.com>> wrote:

    On Wed, Jun 23, 2010 at 11:51 PM, Corbin Simpson
    <mostawesomed...@gmail.com <mailto:mostawesomed...@gmail.com>> wrote:

        Yep, it's that time again. These are just things marked in the
        docs as
        unknown, so I'm not grinding any axes, just cleaning stuff up.

        ~ "If a surface includes several layers/slices (XXX: not yet...)
        then
        all layers will be cleared." From the information on
        pipe_context::clear(). Is this just wishful thinking, or do drivers
        need to implement this?


    I believe this has something to do with geometry shaders where you
    can select a layer (slice, face) you want to emit a primitive to.
    This way you may e.g. render to a whole cubemap in one pass.


        ~ An explanation of dual-source blends and how they work would
        be nice.


    http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt

        ~ If logicop_enable and independent_blend_enable are set, are lops
        performed for all render targets, or only those that have
        blend_enable
        set?

        ~ PIPE_CAP_TEXTURE_SHADOW_MAP and PIPE_CAP_MAX_PREDICATE_REGISTERS
        aren't explained.


    I think PIPE_CAP_TEXTURE_SHADOW_MAP means shadow samplers.


        ~ PIPE_CAP_GUARD_BAND_* obviously refers to the guard bands, but
        what
        exactly do they mean as capabilities? Maximum guard band settings?
        Minimum?

        ~ Could somebody explain exactly what's up with the RCC opcode? Its
        definition is kind of ridiculous: dst = (1 / src.x) > 0 ? clamp(1 /
        src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x,
        -1.884467e+019,
        -5.42101e-020)

        ~ Are we going to introduce new cap bits for parts of the TGSI ISA?
        (I'll understand if this is off the table for now.)

        ~ TGSI_SEMANTIC_POSITION is (x, y, z, w) where x, y, and z are
        position, and w is the homogeneous coordinate. Is w also for
        perspective divide? Is the perspective divide configurable, or is it
        always done in shaders?


    The perspective divide is done per-pixel after the rasterization and
    before the fragment shader, and there is no way to disable it in
    Gallium. It's never done in shaders, it's rather a fixed
    functionality and imposing additional restrictions on it would make
    it hard to implement in drivers.


Hm, it's done during the rasterization, actually.

Divide by W takes place in two places:

1. Per-vertex to convert clip coords into normalized device coords.

2. During fragment shader attribute interpolation to do perspective-corrected interpolation. Actually, we usually have 1/W at this point so it's a multiplication.

I've rewritten the Gallium docs for TGSI_SEMANTIC_POSITION/COLOR/BCOLOR.

-Brian
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