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 <airlied@redhat.com> Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -585,6 +585,17 @@ This instruction replicates its result.
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dst = texture_sample(unit, coord, bias)
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for array textures src0.y contains the slice for 1D,
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and src0.z contain the slice for 2D.
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for shadow textures with no arrays, src0.z contains
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the reference value.
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for shadow textures with arrays, src0.z contains
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the reference value for 1D arrays, and src0.w contains
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the reference value for 2D arrays.
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There is no way to pass a bias in the .w value for
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shadow arrays, and GLSL doesn't allow this.
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GLSL does allow cube shadows maps to take a bias value,
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and we have to determine how this will look in TGSI.
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.. opcode:: TXD - Texture Lookup with Derivatives
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