[Mesa-dev] [PATCH 1/7] tgsi: update docs for SVIEW usage with TEX* instructions

Jose Fonseca jfonseca at vmware.com
Fri Jun 12 05:37:46 PDT 2015


On 11/06/15 21:38, Rob Clark wrote:
> From: Rob Clark <robclark at freedesktop.org>
>
> Based on mailing list discussion here:
>
> http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html
>
> Signed-off-by: Rob Clark <robclark at freedesktop.org>
> Reviewed-by: Roland Scheidegger <sroland at vmware.com>
> ---
>   src/gallium/docs/source/tgsi.rst | 12 ++++++++++++
>   1 file changed, 12 insertions(+)
>
> diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
> index f77702a..89ca172 100644
> --- a/src/gallium/docs/source/tgsi.rst
> +++ b/src/gallium/docs/source/tgsi.rst
> @@ -2965,6 +2965,18 @@ resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
>   type must be 1 or 4 entries (if specifying on a per-component
>   level) out of UNORM, SNORM, SINT, UINT and FLOAT.
>
> +For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
> +which take an explicit SVIEW[#] source register), there may be optionally
> +SVIEW[#] declarations.  In this case, the SVIEW index is implied by the
> +SAMP index, and there must be a corresponding SVIEW[#] declaration for
> +each SAMP[#] declaration.  Drivers are free to ignore this if they wish.
> +But note in particular that some drivers need to know the sampler type
> +(float/int/unsigned) in order to generate the correct code, so cases
> +where integer textures are sampled, SVIEW[#] declarations should be
> +used.
> +
> +NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
> +in the same shader.
>
>   Declaration Resource
>   ^^^^^^^^^^^^^^^^^^^^
>

Series looks good to me AFAICT.  Thanks for doing this.

Reviewed-by: Jose Fonseca <jfonseca at vmware.com>

Jose


More information about the mesa-dev mailing list