On Tue, Oct 15, 2013 at 10:02 AM, Ian Romanick <i...@freedesktop.org> wrote: > On 10/14/2013 10:12 AM, Anuj Phogat wrote: >> New builtins added by GL_ARB_sample_shading: >> in vec2 gl_SamplePosition >> in int gl_SampleID >> in int gl_NumSamples >> out int gl_SampleMask[] >> >> Signed-off-by: Anuj Phogat <anuj.pho...@gmail.com> >> --- >> src/glsl/builtin_variables.cpp | 11 +++++++++++ >> src/glsl/link_varyings.cpp | 2 ++ >> src/mesa/main/mtypes.h | 7 ++++++- >> src/mesa/program/prog_print.c | 5 +++++ >> 4 files changed, 24 insertions(+), 1 deletion(-) >> >> diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp >> index ae0a03f..c886840 100644 >> --- a/src/glsl/builtin_variables.cpp >> +++ b/src/glsl/builtin_variables.cpp >> @@ -30,6 +30,9 @@ >> #include "program/prog_statevars.h" >> #include "program/prog_instruction.h" >> >> +static struct gl_builtin_uniform_element gl_NumSamples_elements[] = { >> + {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XYZW} >> +}; >> >> static struct gl_builtin_uniform_element gl_DepthRange_elements[] = { >> {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, >> @@ -236,6 +239,7 @@ static struct gl_builtin_uniform_element >> gl_NormalMatrix_elements[] = { >> #define STATEVAR(name) {#name, name ## _elements, Elements(name ## >> _elements)} >> >> static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { >> + STATEVAR(gl_NumSamples), >> STATEVAR(gl_DepthRange), >> STATEVAR(gl_ClipPlane), >> STATEVAR(gl_Point), >> @@ -613,6 +617,7 @@ builtin_variable_generator::generate_constants() >> void >> builtin_variable_generator::generate_uniforms() >> { >> + add_uniform(int_t, "gl_NumSamples"); >> add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange"); >> add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA"); >> add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA"); >> @@ -789,6 +794,12 @@ builtin_variable_generator::generate_fs_special_vars() >> if (state->AMD_shader_stencil_export_warn) >> var->warn_extension = "GL_AMD_shader_stencil_export"; >> } >> + >> + if (state->ARB_sample_shading_enable) { >> + add_input(VARYING_SLOT_SAMPLE_ID, int_t, "gl_SampleID"); >> + add_input(VARYING_SLOT_SAMPLE_POS, vec2_t, "gl_SamplePosition"); >> + add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask"); > > I don't see code anywhere in this patch series that correctly sizes this > array. I thought gl_SampleMask.length() == gl_NumSamples... except you > can't use .length() on gl_SampleMask because the size can't be known at > compile-time. We should have a test that 'gl_SampleMask.length()' fails > to compile. :) > I'll add a piglit compiler test for that.
> The only other array that works like this is gl_TexCoord. That array is > sized to 0 (line 837 of builtin_variables.cpp). I believe gl_SampleMask > should do the same. > Yes, I noticed gl_TexCoord is using array size of 0 and it works for gl_SampleMask as well. But, It generates same glsl ir with array size of 0 or 1: (declare (shader_out ) (array int 1) gl_SampleMask) what's the utility of using size 0? I'll take care of rest of your comments in this patch. >> + } >> } >> >> >> diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp >> index 4ba6d8a..3595a58 100644 >> --- a/src/glsl/link_varyings.cpp >> +++ b/src/glsl/link_varyings.cpp >> @@ -938,6 +938,8 @@ is_varying_var(GLenum shaderType, const ir_variable *var) >> case VARYING_SLOT_POS: >> case VARYING_SLOT_FACE: >> case VARYING_SLOT_PNTC: >> + case VARYING_SLOT_SAMPLE_ID: >> + case VARYING_SLOT_SAMPLE_POS: >> return false; >> default: >> return true; >> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h >> index 5520e86..65ec829 100644 >> --- a/src/mesa/main/mtypes.h >> +++ b/src/mesa/main/mtypes.h >> @@ -236,6 +236,8 @@ typedef enum >> VARYING_SLOT_LAYER, /* Appears as VS or GS output */ >> VARYING_SLOT_FACE, /* FS only */ >> VARYING_SLOT_PNTC, /* FS only */ >> + VARYING_SLOT_SAMPLE_ID, /* FS only */ >> + VARYING_SLOT_SAMPLE_POS, /* FS only */ >> VARYING_SLOT_VAR0, /* First generic varying slot */ >> VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING >> } gl_varying_slot; >> @@ -272,6 +274,8 @@ typedef enum >> #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE) >> #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC) >> #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V)) >> +#define VARYING_BIT_SAMPLE_ID BITFIELD64_BIT(VARYING_SLOT_SAMPLE_ID) >> +#define VARYING_BIT_SAMPLE_POS BITFIELD64_BIT(VARYING_SLOT_SAMPLE_POS) >> /*@}*/ >> >> >> @@ -306,12 +310,13 @@ typedef enum >> * register is written. No FRAG_RESULT_DATAn will be written. >> */ >> FRAG_RESULT_COLOR = 2, >> + FRAG_RESULT_SAMPLE_MASK = 3, >> >> /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n] >> * or ARB_fragment_program fragment.color[n]) color results. If >> * any are written, FRAG_RESULT_COLOR will not be written. >> */ >> - FRAG_RESULT_DATA0 = 3, >> + FRAG_RESULT_DATA0 = 4, >> FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) >> } gl_frag_result; >> >> diff --git a/src/mesa/program/prog_print.c b/src/mesa/program/prog_print.c >> index cf85213..0c56ae6 100644 >> --- a/src/mesa/program/prog_print.c >> +++ b/src/mesa/program/prog_print.c >> @@ -150,6 +150,8 @@ arb_input_attrib_string(GLint index, GLenum progType) >> "fragment.(twenty)", /* VARYING_SLOT_LAYER */ >> "fragment.(twenty-one)", /* VARYING_SLOT_FACE */ >> "fragment.(twenty-two)", /* VARYING_SLOT_PNTC */ >> + "fragment.(twenty-three)", /* VARYING_SLOT_SAMPLE_ID */ >> + "fragment.(twenty-four)", /* VARYING_SLOT_SAMPLE_POS */ > > Can we just call these "fragment.sampleid" and "fragment.samplepos"? > >> "fragment.varying[0]", >> "fragment.varying[1]", >> "fragment.varying[2]", >> @@ -274,6 +276,8 @@ arb_output_attrib_string(GLint index, GLenum progType) >> "result.(twenty)", /* VARYING_SLOT_LAYER */ >> "result.(twenty-one)", /* VARYING_SLOT_FACE */ >> "result.(twenty-two)", /* VARYING_SLOT_PNTC */ >> + "result.(twenty-three)", /* VARYING_SLOT_SAMPLE_ID */ >> + "result.(twenty-four)", /* VARYING_SLOT_SAMPLE_POS */ > > Since these should never appear in a vertex shader, I think it's okay to > leave these as "result.(twenty-...)". > >> "result.varying[0]", >> "result.varying[1]", >> "result.varying[2]", >> @@ -311,6 +315,7 @@ arb_output_attrib_string(GLint index, GLenum progType) >> "result.depth", /* FRAG_RESULT_DEPTH */ >> "result.(one)", /* FRAG_RESULT_STENCIL */ >> "result.color", /* FRAG_RESULT_COLOR */ >> + "result.sample_mask", /* FRAG_RESULT_SAMPLE_MASK */ > > NV_gpu_shader5 doesn't have the _, so I think "result.samplemask" is > slightly better. > >> "result.color[0]", /* FRAG_RESULT_DATA0 (named for GLSL's >> gl_FragData) */ >> "result.color[1]", >> "result.color[2]", >> > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev