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authorRoland Scheidegger <[email protected]>2014-08-02 04:12:03 +0200
committerRoland Scheidegger <[email protected]>2014-08-05 04:13:17 +0200
commit9042e8863a3948267f3f279e94dd31b85eb738d4 (patch)
treed8d05277cdb93dc1b7e5ba20ee3a9da40744c793
parentc3c33756ff828ba7ae065c224943aeb48b8ed2ba (diff)
gallium/docs: Document TEX2/TXL2/TXB2 instructions and fix up other tex doc
Add documentation for TEX2/TXL2/TXB2 tgsi opcodes. Also, the texture opcode documentation wasn't very accurate so fix this up a bit. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
-rw-r--r--src/gallium/docs/source/tgsi.rst127
1 files changed, 102 insertions, 25 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 093bf7dd19d..ac0ea5413b3 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -584,25 +584,44 @@ This instruction replicates its result.
for array textures src0.y contains the slice for 1D,
and src0.z contain the slice for 2D.
- for shadow textures with no arrays, src0.z contains
- the reference value.
+ for shadow textures with no arrays (and not cube map),
+ src0.z contains the reference value.
for shadow textures with arrays, src0.z contains
the reference value for 1D arrays, and src0.w contains
- the reference value for 2D arrays.
+ the reference value for 2D arrays and cube maps.
- There is no way to pass a bias in the .w value for
- shadow arrays, and GLSL doesn't allow this.
- GLSL does allow cube shadows maps to take a bias value,
- and we have to determine how this will look in TGSI.
+ for cube map array shadow textures, the reference value
+ cannot be passed in src0.w, and TEX2 must be used instead.
.. math::
coord = src0
- bias = 0.0
+ shadow_ref = src0.z or src0.w (optional)
+
+ unit = src1
+
+ dst = texture\_sample(unit, coord, shadow_ref)
+
+
+.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
+
+ this is the same as TEX, but uses another reg to encode the
+ reference value.
+
+.. math::
+
+ coord = src0
+
+ shadow_ref = src1.x
+
+ unit = src2
+
+ dst = texture\_sample(unit, coord, shadow_ref)
+
+
- dst = texture\_sample(unit, coord, bias)
.. opcode:: TXD - Texture Lookup with Derivatives
@@ -614,26 +633,26 @@ This instruction replicates its result.
ddy = src2
- bias = 0.0
+ unit = src3
- dst = texture\_sample\_deriv(unit, coord, bias, ddx, ddy)
+ dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
.. opcode:: TXP - Projective Texture Lookup
.. math::
- coord.x = src0.x / src.w
+ coord.x = src0.x / src0.w
- coord.y = src0.y / src.w
+ coord.y = src0.y / src0.w
- coord.z = src0.z / src.w
+ coord.z = src0.z / src0.w
coord.w = src0.w
- bias = 0.0
+ unit = src1
- dst = texture\_sample(unit, coord, bias)
+ dst = texture\_sample(unit, coord)
.. opcode:: UP2H - Unpack Two 16-Bit Floats
@@ -763,17 +782,46 @@ This instruction replicates its result.
.. opcode:: TXB - Texture Lookup With Bias
+ for cube map array textures and shadow cube maps, the bias value
+ cannot be passed in src0.w, and TXB2 must be used instead.
+
+ if the target is a shadow texture, the reference value is always
+ in src.z (this prevents shadow 3d and shadow 2d arrays from
+ using this instruction, but this is not needed).
+
.. math::
- coord.x = src.x
+ coord.x = src0.x
+
+ coord.y = src0.y
- coord.y = src.y
+ coord.z = src0.z
- coord.z = src.z
+ coord.w = none
- coord.w = 1.0
+ bias = src0.w
- bias = src.z
+ unit = src1
+
+ dst = texture\_sample(unit, coord, bias)
+
+
+.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
+
+ this is the same as TXB, but uses another reg to encode the
+ lod bias value for cube map arrays and shadow cube maps.
+ Presumably shadow 2d arrays and shadow 3d targets could use
+ this encoding too, but this is not legal.
+
+ shadow cube map arrays are neither possible nor required.
+
+.. math::
+
+ coord = src0
+
+ bias = src1.x
+
+ unit = src2
dst = texture\_sample(unit, coord, bias)
@@ -815,6 +863,13 @@ This instruction replicates its result.
.. opcode:: TXL - Texture Lookup With explicit LOD
+ for cube map array textures, the explicit lod value
+ cannot be passed in src0.w, and TXL2 must be used instead.
+
+ if the target is a shadow texture, the reference value is always
+ in src.z (this prevents shadow 3d / 2d array / cube targets from
+ using this instruction, but this is not needed).
+
.. math::
coord.x = src0.x
@@ -823,10 +878,32 @@ This instruction replicates its result.
coord.z = src0.z
- coord.w = 1.0
+ coord.w = none
lod = src0.w
+ unit = src1
+
+ dst = texture\_sample(unit, coord, lod)
+
+
+.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
+
+ this is the same as TXL, but uses another reg to encode the
+ explicit lod value.
+ Presumably shadow 3d / 2d array / cube targets could use
+ this encoding too, but this is not legal.
+
+ shadow cube map arrays are neither possible nor required.
+
+.. math::
+
+ coord = src0
+
+ lod = src1.x
+
+ unit = src2
+
dst = texture\_sample(unit, coord, lod)
@@ -954,9 +1031,9 @@ XXX doesn't look like most of the opcodes really belong here.
As per NV_gpu_shader4, extract a single texel from a specified texture
image. The source sampler may not be a CUBE or SHADOW. src 0 is a
four-component signed integer vector used to identify the single texel
- accessed. 3 components + level. src 1 is a 3 component constant signed
- integer vector, with each component only have a range of -8..+8 (hw only
- seems to deal with this range, interface allows for up to unsigned int).
+ accessed. 3 components + level. Just like texture instructions, an optional
+ offset vector is provided, which is subject to various driver restrictions
+ (regarding range, source of offsets).
TXF(uint_vec coord, int_vec offset).