svga: document some incorrect VGPU10 shader translation issues

We have a few mistakes in our shader translation code, but the virtual
GPU is forgiving.

Reviewed-by: Michal Krol <michal@vmware.com>
Reviewed-by: Neha Bhende<bhenden@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2017-05-25 10:22:33 -06:00
parent 21ddab4a17
commit 31ff7bff5a
@@ -1030,6 +1030,9 @@ emit_src_register(struct svga_shader_emitter_v10 *emit,
operand0.value = operand1.value = 0;
if (is_prim_id) {
/* NOTE: we should be using VGPU10_OPERAND_1_COMPONENT here, but
* our virtual GPU accepts this as-is.
*/
operand0.numComponents = VGPU10_OPERAND_0_COMPONENT;
operand0.operandType = VGPU10_OPERAND_TYPE_INPUT_PRIMITIVEID;
}
@@ -5096,6 +5099,9 @@ emit_sample(struct svga_shader_emitter_v10 *emit,
/* SAMPLE dst, coord(s0), resource, sampler */
begin_emit_instruction(emit);
/* NOTE: for non-fragment shaders, we should use VGPU10_OPCODE_SAMPLE_L
* with LOD=0. But our virtual GPU accepts this as-is.
*/
emit_sample_opcode(emit, VGPU10_OPCODE_SAMPLE,
inst->Instruction.Saturate, offsets);
emit_dst_register(emit, get_tex_swizzle_dst(&swz_info));
@@ -5236,6 +5242,9 @@ emit_txp(struct svga_shader_emitter_v10 *emit,
begin_emit_instruction(emit);
if (tgsi_is_shadow_target(target))
/* NOTE: for non-fragment shaders, we should use
* VGPU10_OPCODE_SAMPLE_C_LZ, but our virtual GPU accepts this as-is.
*/
opcode = VGPU10_OPCODE_SAMPLE_C;
else
opcode = VGPU10_OPCODE_SAMPLE;