Mesa (master): gallium/docs: update TEXTURE_SHADOW_MAP MAX_PREDICATE_REGISTERS
Brian Paul
brianp at kemper.freedesktop.org
Wed Jun 23 23:39:14 UTC 2010
Module: Mesa
Branch: master
Commit: a544a8a82a74885e0c4bfb3a2c90d1bec07bd01e
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=a544a8a82a74885e0c4bfb3a2c90d1bec07bd01e
Author: Brian Paul <brianp at vmware.com>
Date: Wed Jun 23 17:38:42 2010 -0600
gallium/docs: update TEXTURE_SHADOW_MAP MAX_PREDICATE_REGISTERS
---
src/gallium/docs/source/screen.rst | 12 ++++++++++--
1 files changed, 10 insertions(+), 2 deletions(-)
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst
index 48d9d57..e3ef49c 100644
--- a/src/gallium/docs/source/screen.rst
+++ b/src/gallium/docs/source/screen.rst
@@ -36,7 +36,9 @@ The integer capabilities:
bound.
* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
* ``TIMER_QUERY``: Whether timer queries are available.
-* ``TEXTURE_SHADOW_MAP``: XXX
+* ``TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
+ can do the depth texture / Z comparison operation in TEX instructions
+ for shadow testing.
* ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available
for a 2D texture.
* ``MAX_TEXTURE_3D_LEVELS``: The maximum number of mipmap levels available
@@ -55,7 +57,13 @@ The integer capabilities:
from color blend equations, in :ref:`Blend` state.
* ``SM3``: Whether the vertex shader and fragment shader support equivalent
opcodes to the Shader Model 3 specification. XXX oh god this is horrible
-* ``MAX_PREDICATE_REGISTERS``: XXX
+* ``MAX_PREDICATE_REGISTERS``: indicates the number of predicate registers
+ available. Predicate register may be set as a side-effect of ALU
+ instructions to indicate less than, greater than or equal to zero.
+ Later instructions can use a predicate register to control writing to
+ each channel of destination registers. NOTE: predicate registers have
+ not been fully implemented in Gallium at this time. See the
+ GL_NV_fragment_program extension for more info (look for "condition codes").
* ``MAX_COMBINED_SAMPLERS``: The total number of samplers accessible from
the vertex and fragment shader, inclusive.
* ``MAX_CONST_BUFFERS``: Maximum number of constant buffers that can be bound
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