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authorRoland Scheidegger <[email protected]>2017-09-28 03:45:04 +0200
committerRoland Scheidegger <[email protected]>2017-09-30 02:58:09 +0200
commit740a1618c34c095f85d4929e11ef107d560f7450 (patch)
treeeb956477a8c8d7dbc3a2d04282620f10e17ef703 /src/gallium/docs
parentd5e7ce28b5f6e0a7e4857d1e56143c00eba0c265 (diff)
gallium: add new LOD opcode
The operation performed is all the same as LODQ, but with the usual differences between dx10 and GL texture opcodes, that is separate resource and sampler indices (plus result swizzling, and setting z/w channels to zero). Reviewed-by: Jose Fonseca <[email protected]> Acked-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/gallium/docs')
-rw-r--r--src/gallium/docs/source/tgsi.rst12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 274646703b4..551e9dd379f 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -2479,6 +2479,18 @@ after lookup.
NOTE: no driver has implemented this opcode yet (and no state tracker
emits it). This information is subject to change.
+.. opcode:: LOD - level of detail
+
+ Same syntax as the SAMPLE opcode but instead of performing an actual
+ texture lookup/filter, return the computed LOD information that the
+ texture pipe would use to access the texture. The Y component contains
+ the computed LOD lambda_prime. The X component contains the LOD that will
+ be accessed, based on min/max lod's and mipmap filters.
+ The Z and W components are set to 0.
+
+ Syntax: ``LOD dst, address, sampler_view, sampler``
+
+
.. _resourceopcodes:
Resource Access Opcodes