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authorIlia Mirkin <[email protected]>2017-01-14 18:39:41 -0500
committerIlia Mirkin <[email protected]>2017-01-23 20:35:55 -0500
commita2b2cd81d16b929a9699ebebc8023aec258622fd (patch)
tree85231413a4c2ce476cb16410bd06eecc76483bc8 /src/gallium/docs/source/tgsi.rst
parent573bf0940a08e18a511e338de478f30fd95a1590 (diff)
gallium: add TGSI_PROPERTY_MUL_ZERO_WINS
This will be useful for proper D3D9 emulation, where this behavior is expected by some shaders. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Axel Davy <[email protected]>
Diffstat (limited to 'src/gallium/docs/source/tgsi.rst')
-rw-r--r--src/gallium/docs/source/tgsi.rst17
1 files changed, 15 insertions, 2 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index b981278821c..341b41fb2da 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -3547,13 +3547,26 @@ Which shader stage will MOST LIKELY follow after this shader when the shader
is bound. This is only a hint to the driver and doesn't have to be precise.
Only set for VS and TES.
-TGSI_PROPERTY_CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
-"""""""""""""""""""""""""""""""""""""""""""""""""""
+CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
+"""""""""""""""""""""""""""""""""""""
Threads per block in each dimension, if known at compile time. If the block size
is known all three should be at least 1. If it is unknown they should all be set
to 0 or not set.
+MUL_ZERO_WINS
+"""""""""""""
+
+The MUL TGSI operation (FP32 multiplication) will return 0 if either
+of the operands are equal to 0. That means that 0 * Inf = 0. This
+should be set the same way for an entire pipeline. Note that this
+applies not only to the literal MUL TGSI opcode, but all FP32
+multiplications implied by other operations, such as MAD, FMA, DP2,
+DP3, DP4, DPH, DST, LOG, LRP, XPD, and possibly others. If there is a
+mismatch between shaders, then it is unspecified whether this behavior
+will be enabled.
+
+
Texture Sampling and Texture Formats
------------------------------------