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authorEric Anholt <[email protected]>2014-11-12 13:13:59 -0800
committerEric Anholt <[email protected]>2014-11-24 14:56:22 -0800
commitd4864cdf15ccd30f0e82d07fd0e9db8a0c115cda (patch)
treefddfda125d068bb4b451ca411fe9fc6b130a9d62 /src/gallium/docs/source
parent7361d5ba63dda35683569e76caa33f886304958f (diff)
gallium: Drop the NRM and NRM4 opcodes.
They weren't generated in tree, and as far as I know all hardware had to lower it to a DP, RSQ, MUL. Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r--src/gallium/docs/source/tgsi.rst34
1 files changed, 0 insertions, 34 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 2e0197172fa..49de4ca9172 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -834,40 +834,6 @@ This instruction replicates its result.
dst = texture\_sample(unit, coord, bias)
-.. opcode:: NRM - 3-component Vector Normalise
-
-.. math::
-
- u = src.x \times src.x + src.y \times src.y + src.z \times src.z
-
- v = \frac{1}{\sqrt{u}}
-
- dst.x = src.x \times v
-
- dst.y = src.y \times v
-
- dst.z = src.z \times v
-
- dst.w = 1
-
-
-.. opcode:: NRM4 - 4-component Vector Normalise
-
-.. math::
-
- u = src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w
-
- v = \frac{1}{\sqrt{u}}
-
- dst.x = src.x \times v
-
- dst.y = src.y \times v
-
- dst.z = src.z \times v
-
- dst.w = src.w \times v
-
-
.. opcode:: DIV - Divide
.. math::