Am Freitag, den 02.08.2019, 15:09 -0400 schrieb Ilia Mirkin: > On Fri, Aug 2, 2019 at 1:28 PM Gert Wollny <gert.wol...@collabora.com > > wrote: > > Am Donnerstag, den 01.08.2019, 07:22 -0400 schrieb Ilia Mirkin: > > > Hey Gert, > > > > > > I'm looking at > > > https://cgit.freedesktop.org/mesa/mesa/commit/?id=b048d8bf8f056759d1845a799d4ba2ac84bce30f > > > , which attempts to implement depth clamping (rather than > > > clipping) > > > with shader tricks. > > > > > > You're forcing the final vertex stage's position's depth to 0, > > > and > > > then making up for it in the frag shader with an extra varying. > > > However won't this screw up the barycentric coordinates for > > > perspective interpolation? i.e. won't you effectively always just > > > get > > > noperspective interp everywhere as a result? > > That is probably true, I was following @kumas lead [1], in fact > > he implemented the initial version of this code, and I only fixed > > it up > > for ARB_clip_control and GS and TES shaders. > > > > One fix I could think is maybe clamp the z value to the clip range > > [-1, > > 1] or [0,1] depending on the clip control z accuracy, so that the > > error > > only happens only for the clamped areas where the result is > > distorted > > anyway, what do you think? > > Unfortunately I can't think of a way to generically emulate it > without implementing clipping in a geometry shader. Yeah, when I first looked into this, this is also what I thought of.
> Basically if depth is clipped, the triangle gets split into 2 -- one > half which is shown, and one half which isn't. When depth is clamped, > the half which isn't shown appears as a different polygon with the > clamped depth for all of its vertices instead. An interesting > question is whether it should be using the original z coords for its > barycentric coords or not -- I have no idea, and the spec doesn't > seem to explain it in a manner which is accessible to me. I think that the spec suggest to use the original z coords and the clamping only happens when the depth test is executed: RESOLUTION: ... Eliminating far and near plane clipping and clamping *interpolated* depth values to the depth range is much simpler to specify. > If it should be the original z coords, then perhaps you can just > disable clipping entirely in that case, My guess is that hardware that disables clipping completely also supports clamping the depth values. Our use case (virgl on top of e GLES host that doesn't support EXT_depth_clamp) repesents the opposite: a hardware that doesn't support disabling clipping because OpenGL (ES) doesn't allow this and also not doesn't support depth clamping. I still have to think about whether the interpolation really goes wrong. I think I need to write another piglit to get an idea. Best, Gert _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev