From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 57875] Second Life viewer bad rendering with git-ec83535 Date: Tue, 16 Jul 2013 12:43:35 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0353880408==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 74023E5F6C for ; Tue, 16 Jul 2013 05:43:35 -0700 (PDT) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============0353880408== Content-Type: multipart/alternative; boundary="1373978615.5ef22.23973"; charset="us-ascii" --1373978615.5ef22.23973 Date: Tue, 16 Jul 2013 12:43:35 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=57875 --- Comment #30 from Christoph Bumiller --- How does it depend on the depth test, and why does it seem "off" to make something that is originally a shader property in D3D a shader property in OpenGL as well ? Not using shaders isn't allowed (at least not in gallium), so you have to use a pass-through shader anyway, so this limits state inter-dependency. The qualifier "layout(windowspace)/layout(pretransformed) out vec4 gl_Position" is supposed to disable clipping and the viewport transformation (so glViewport settings will be ignored). The only open question is how depth values should be treated, which can be either clipped or clamped, and there is actually a D3DCAPS9 bit to tell the user what will happen. On r600, you cannot disable xy clipping without disabling z clipping, so it will have to advertise clamping. On NV cards you have more fine-grained control, and I'd actually prefer depth clipping there unless GL_DEPTH_CLAMP is enabled as well. -- You are receiving this mail because: You are the assignee for the bug. --1373978615.5ef22.23973 Date: Tue, 16 Jul 2013 12:43:35 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 30 on bug 57875 from
How does it depend on the depth test, and why does it seem "off" to make
something that is originally a shader property in D3D a shader property in
OpenGL as well ?
Not using shaders isn't allowed (at least not in gallium), so you have to use a
pass-through shader anyway, so this limits state inter-dependency.

The qualifier "layout(windowspace)/layout(pretransformed) out vec4 gl_Position"
is supposed to disable clipping and the viewport transformation (so glViewport
settings will be ignored).

The only open question is how depth values should be treated, which can be
either clipped or clamped, and there is actually a D3DCAPS9 bit to tell the
user what will happen.
On r600, you cannot disable xy clipping without disabling z clipping, so it
will have to advertise clamping. On NV cards you have more fine-grained
control, and I'd actually prefer depth clipping there unless GL_DEPTH_CLAMP is
enabled as well.


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