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author | Roland Scheidegger <[email protected]> | 2013-07-27 16:36:25 +0200 |
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committer | Roland Scheidegger <[email protected]> | 2013-07-27 16:41:29 +0200 |
commit | abcc40e7f05fcc1fd28f226f132f500a703d1e5d (patch) | |
tree | 80f90b3a3579bb44d5d7a01eda9065314e581181 /src/gallium/docs/source | |
parent | f2be6399720883a3c18847579829639fc5b574d0 (diff) |
gallivm: handle texel swizzles correctly for d3d10-style sample opcodes
unlike OpenGL, the texel swizzle is embedded in the instruction, so honor
that.
(Technically we now execute both the sampler_view swizzle and the
per-instruction swizzle but this should be quite ok.)
v2: add documentation note as it's not obvious.
Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r-- | src/gallium/docs/source/tgsi.rst | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 4d26c465579..0557ce0f94b 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -1730,6 +1730,8 @@ Resource Sampling Opcodes Those opcodes follow very closely semantics of the respective Direct3D instructions. If in doubt double check Direct3D documentation. +Note that the swizzle on SVIEW (src1) determines texel swizzling +after lookup. .. opcode:: SAMPLE - Using provided address, sample data from the specified texture using the filtering mode identified |