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>
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@@ -2512,8 +2512,10 @@ The Y component starts at zero and always increases but Y=0 may either
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indicate the top of the window or the bottom depending on the fragment
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coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
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The Z coordinate ranges from 0 to 1 to represent depth from the front
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to the back of the Z buffer. The W component contains the reciprocol
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of the interpolated vertex position W component.
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to the back of the Z buffer. The W component contains the interpolated
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reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
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but unlike d3d10 which interpolates the same 1/w but then gives back
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the reciprocal of the interpolated value).
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Fragment shaders may also declare an output register with
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TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
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