gallium/docs: clarify fragment shader position input w component.

The previous language was a bit misleading, since it sounded like
w was interpolated then the reciprocal calculated which isn't what
should be happening.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Roland Scheidegger
2014-12-08 19:07:10 +01:00
parent ac319d94d3
commit fe7e6b248f
+4 -2
View File
@@ -2512,8 +2512,10 @@ The Y component starts at zero and always increases but Y=0 may either
indicate the top of the window or the bottom depending on the fragment
coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
The Z coordinate ranges from 0 to 1 to represent depth from the front
to the back of the Z buffer. The W component contains the reciprocol
of the interpolated vertex position W component.
to the back of the Z buffer. The W component contains the interpolated
reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
but unlike d3d10 which interpolates the same 1/w but then gives back
the reciprocal of the interpolated value).
Fragment shaders may also declare an output register with
TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows