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author | Dave Airlie <[email protected]> | 2011-12-19 16:40:05 +0000 |
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committer | Dave Airlie <[email protected]> | 2011-12-19 20:45:13 +0000 |
commit | 35db326de5b173b06344c1a50321a02c2e6e7d93 (patch) | |
tree | ce4df984908f2635b4a9b06eca0408107c66bfca /src/gallium/docs/source/tgsi.rst | |
parent | 42696ba16fc548aa680b43a93e7b5929aa429d3c (diff) |
tgsi: update documents with some info on texture lookup
this mentions which channels are used for slice and depth comparison values.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/gallium/docs/source/tgsi.rst')
-rw-r--r-- | src/gallium/docs/source/tgsi.rst | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index d7f50b1a6e8..45af528b8e9 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -585,6 +585,17 @@ This instruction replicates its result. dst = texture_sample(unit, coord, bias) + 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 arrays, src0.z contains + the reference value for 1D arrays, and src0.w contains + the reference value for 2D arrays. + 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. .. opcode:: TXD - Texture Lookup with Derivatives |