diff options
author | Brian Paul <[email protected]> | 2010-06-23 17:38:42 -0600 |
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committer | Brian Paul <[email protected]> | 2010-06-23 17:38:42 -0600 |
commit | a544a8a82a74885e0c4bfb3a2c90d1bec07bd01e (patch) | |
tree | 8b13fbb19810f563e548b4c7b22fdef780cb5440 /src | |
parent | 50b3f2e789e6b73673e2cc2469d9b6f29cc47f48 (diff) |
gallium/docs: update TEXTURE_SHADOW_MAP MAX_PREDICATE_REGISTERS
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/docs/source/screen.rst | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst index 48d9d570b6f..e3ef49c862c 100644 --- a/src/gallium/docs/source/screen.rst +++ b/src/gallium/docs/source/screen.rst @@ -36,7 +36,9 @@ The integer capabilities: bound. * ``OCCLUSION_QUERY``: Whether occlusion queries are available. * ``TIMER_QUERY``: Whether timer queries are available. -* ``TEXTURE_SHADOW_MAP``: XXX +* ``TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware + can do the depth texture / Z comparison operation in TEX instructions + for shadow testing. * ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available for a 2D texture. * ``MAX_TEXTURE_3D_LEVELS``: The maximum number of mipmap levels available @@ -55,7 +57,13 @@ The integer capabilities: from color blend equations, in :ref:`Blend` state. * ``SM3``: Whether the vertex shader and fragment shader support equivalent opcodes to the Shader Model 3 specification. XXX oh god this is horrible -* ``MAX_PREDICATE_REGISTERS``: XXX +* ``MAX_PREDICATE_REGISTERS``: indicates the number of predicate registers + available. Predicate register may be set as a side-effect of ALU + instructions to indicate less than, greater than or equal to zero. + Later instructions can use a predicate register to control writing to + each channel of destination registers. NOTE: predicate registers have + not been fully implemented in Gallium at this time. See the + GL_NV_fragment_program extension for more info (look for "condition codes"). * ``MAX_COMBINED_SAMPLERS``: The total number of samplers accessible from the vertex and fragment shader, inclusive. * ``MAX_CONST_BUFFERS``: Maximum number of constant buffers that can be bound |