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authorRoland Scheidegger <[email protected]>2013-07-27 16:36:25 +0200
committerRoland Scheidegger <[email protected]>2013-07-27 16:41:29 +0200
commitabcc40e7f05fcc1fd28f226f132f500a703d1e5d (patch)
tree80f90b3a3579bb44d5d7a01eda9065314e581181 /src/gallium/docs
parentf2be6399720883a3c18847579829639fc5b574d0 (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')
-rw-r--r--src/gallium/docs/source/tgsi.rst2
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