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>
This commit is contained in:
Dave Airlie
2011-12-19 16:40:05 +00:00
parent 42696ba16f
commit 35db326de5
+11
View File
@@ -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