diff options
author | Brian Paul <[email protected]> | 2010-06-24 07:21:15 -0600 |
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committer | Brian Paul <[email protected]> | 2010-06-24 07:50:29 -0600 |
commit | 05a18f48e573ba0f2657f52d32ff868ef828ec8f (patch) | |
tree | 660b7d599854a9779a95d8e86117a0d40d22aef6 /src/gallium/docs/source | |
parent | fd7de146f6c5989ab3a8459d600ca3386571b31f (diff) |
gallium/docs: updated remaining semantic label docs
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r-- | src/gallium/docs/source/tgsi.rst | 55 |
1 files changed, 33 insertions, 22 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 205e7b8539d..e588c5b7bd8 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -1286,6 +1286,8 @@ wrapping rules. Declaration Semantic ^^^^^^^^^^^^^^^^^^^^^^^^ + Vertex and fragment shader input and output registers may be labeled + with semantic information consisting of a name and index. Follows Declaration token if Semantic bit is set. @@ -1321,6 +1323,10 @@ The Z coordinate ranges from 0 to 1 to represent depth from the front to the back of the Z buffer. The W component contains the reciprocol of the interpolated vertex position W component. +Fragment shaders may also declare an output register with +TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows +the fragment shader to change the fragment's Z position. + TGSI_SEMANTIC_COLOR @@ -1350,49 +1356,54 @@ so all BCOLORs effectively become regular COLORs in the fragment shader. TGSI_SEMANTIC_FOG """"""""""""""""" -The fog coordinate historically has been used to replace the depth coordinate -for generation of fog in dedicated fog blocks. Gallium, however, does not use -dedicated fog acceleration, placing it entirely in the fragment shader -instead. +Vertex shader inputs and outputs and fragment shader inputs may be +labeled with TGSI_SEMANTIC_FOG to indicate that the register contains +a fog coordinate in the form (F, 0, 0, 1). Typically, the fragment +shader will use the fog coordinate to compute a fog blend factor which +is used to blend the normal fragment color with a constant fog color. + +Only the first component matters when writing from the vertex shader; +the driver will ensure that the coordinate is in this format when used +as a fragment shader input. -The fog coordinate should be written in ``(f, 0, 0, 1)`` format. Only the first -component matters when writing from the vertex shader; the driver will ensure -that the coordinate is in this format when used as a fragment shader input. TGSI_SEMANTIC_PSIZE """"""""""""""""""" -PSIZE, or point size, is used to specify point sizes per-vertex. It should -be in ``(s, 0, 0, 1)`` format, where ``s`` is the (possibly clamped) point size. -Only the first component matters when writing from the vertex shader. +Vertex shader input and output registers may be labeled with +TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size +in the form (S, 0, 0, 1). The point size controls the width or diameter +of points for rasterization. This label cannot be used in fragment +shaders. When using this semantic, be sure to set the appropriate state in the :ref:`rasterizer` first. + TGSI_SEMANTIC_GENERIC """"""""""""""""""""" -Generic semantics are nearly always used for texture coordinate attributes, -in ``(s, t, r, q)`` format. ``t`` and ``r`` may be unused for certain kinds -of lookups, and ``q`` is the level-of-detail bias for biased sampling. +All vertex/fragment shader inputs/outputs not labeled with any other +semantic label can be considered to be generic attributes. Typical +uses of generic inputs/outputs are texcoords and user-defined values. -These attributes are called "generic" because they may be used for anything -else, including parameters, texture generation information, or anything that -can be stored inside a four-component vector. TGSI_SEMANTIC_NORMAL """""""""""""""""""" -Vertex normal; could be used to implement per-pixel lighting for legacy APIs -that allow mixing fixed-function and programmable stages. +Indicates that a vertex shader input is a normal vector. This is +typically only used for legacy graphics APIs. + TGSI_SEMANTIC_FACE """""""""""""""""" -FACE is the facing bit, to store the facing information for the fragment -shader. ``(f, 0, 0, 1)`` is the format. The first component will be positive -when the fragment is front-facing, and negative when the component is -back-facing. +This label applies to fragment shader inputs only and indicates that +the register contains front/back-face information of the form (F, 0, +0, 1). The first component will be positive when the fragment belongs +to a front-facing polygon, and negative when the fragment belongs to a +back-facing polygon. + TGSI_SEMANTIC_EDGEFLAG """""""""""""""""""""" |