From 35db326de5b173b06344c1a50321a02c2e6e7d93 Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Mon, 19 Dec 2011 16:40:05 +0000 Subject: tgsi: update documents with some info on texture lookup this mentions which channels are used for slice and depth comparison values. Signed-off-by: Dave Airlie Reviewed-by: Brian Paul --- src/gallium/docs/source/tgsi.rst | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'src/gallium/docs/source') diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index d7f50b1a6e8..45af528b8e9 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -585,6 +585,17 @@ This instruction replicates its result. dst = texture_sample(unit, coord, bias) + for array textures src0.y contains the slice for 1D, + and src0.z contain the slice for 2D. + for shadow textures with no arrays, src0.z contains + the reference value. + for shadow textures with arrays, src0.z contains + the reference value for 1D arrays, and src0.w contains + the reference value for 2D arrays. + There is no way to pass a bias in the .w value for + shadow arrays, and GLSL doesn't allow this. + GLSL does allow cube shadows maps to take a bias value, + and we have to determine how this will look in TGSI. .. opcode:: TXD - Texture Lookup with Derivatives -- cgit v1.2.3