[Mesa-dev] [PATCH 3/3] gallium/docs: Document TEX2/TXL2/TXB2 instructions and fix up other tex doc
Marek Olšák
maraeo at gmail.com
Sat Aug 2 03:07:07 PDT 2014
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Marek
On Sat, Aug 2, 2014 at 4:12 AM, <sroland at vmware.com> wrote:
> From: Roland Scheidegger <sroland at vmware.com>
>
> Add documentation for TEX2/TXL2/TXB2 tgsi opcodes. Also, the texture opcode
> documentation wasn't very accurate so fix this up a bit.
> ---
> src/gallium/docs/source/tgsi.rst | 127 +++++++++++++++++++++++++++++++--------
> 1 file changed, 102 insertions(+), 25 deletions(-)
>
> diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
> index 093bf7d..ac0ea54 100644
> --- a/src/gallium/docs/source/tgsi.rst
> +++ b/src/gallium/docs/source/tgsi.rst
> @@ -584,25 +584,44 @@ This instruction replicates its result.
> 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 no arrays (and not cube map),
> + 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.
> + the reference value for 2D arrays and cube maps.
>
> - 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.
> + for cube map array shadow textures, the reference value
> + cannot be passed in src0.w, and TEX2 must be used instead.
>
> .. math::
>
> coord = src0
>
> - bias = 0.0
> + shadow_ref = src0.z or src0.w (optional)
> +
> + unit = src1
> +
> + dst = texture\_sample(unit, coord, shadow_ref)
> +
> +
> +.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
> +
> + this is the same as TEX, but uses another reg to encode the
> + reference value.
> +
> +.. math::
> +
> + coord = src0
> +
> + shadow_ref = src1.x
> +
> + unit = src2
> +
> + dst = texture\_sample(unit, coord, shadow_ref)
> +
> +
>
> - dst = texture\_sample(unit, coord, bias)
>
> .. opcode:: TXD - Texture Lookup with Derivatives
>
> @@ -614,26 +633,26 @@ This instruction replicates its result.
>
> ddy = src2
>
> - bias = 0.0
> + unit = src3
>
> - dst = texture\_sample\_deriv(unit, coord, bias, ddx, ddy)
> + dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
>
>
> .. opcode:: TXP - Projective Texture Lookup
>
> .. math::
>
> - coord.x = src0.x / src.w
> + coord.x = src0.x / src0.w
>
> - coord.y = src0.y / src.w
> + coord.y = src0.y / src0.w
>
> - coord.z = src0.z / src.w
> + coord.z = src0.z / src0.w
>
> coord.w = src0.w
>
> - bias = 0.0
> + unit = src1
>
> - dst = texture\_sample(unit, coord, bias)
> + dst = texture\_sample(unit, coord)
>
>
> .. opcode:: UP2H - Unpack Two 16-Bit Floats
> @@ -763,17 +782,46 @@ This instruction replicates its result.
>
> .. opcode:: TXB - Texture Lookup With Bias
>
> + for cube map array textures and shadow cube maps, the bias value
> + cannot be passed in src0.w, and TXB2 must be used instead.
> +
> + if the target is a shadow texture, the reference value is always
> + in src.z (this prevents shadow 3d and shadow 2d arrays from
> + using this instruction, but this is not needed).
> +
> .. math::
>
> - coord.x = src.x
> + coord.x = src0.x
> +
> + coord.y = src0.y
>
> - coord.y = src.y
> + coord.z = src0.z
>
> - coord.z = src.z
> + coord.w = none
>
> - coord.w = 1.0
> + bias = src0.w
>
> - bias = src.z
> + unit = src1
> +
> + dst = texture\_sample(unit, coord, bias)
> +
> +
> +.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
> +
> + this is the same as TXB, but uses another reg to encode the
> + lod bias value for cube map arrays and shadow cube maps.
> + Presumably shadow 2d arrays and shadow 3d targets could use
> + this encoding too, but this is not legal.
> +
> + shadow cube map arrays are neither possible nor required.
> +
> +.. math::
> +
> + coord = src0
> +
> + bias = src1.x
> +
> + unit = src2
>
> dst = texture\_sample(unit, coord, bias)
>
> @@ -815,6 +863,13 @@ This instruction replicates its result.
>
> .. opcode:: TXL - Texture Lookup With explicit LOD
>
> + for cube map array textures, the explicit lod value
> + cannot be passed in src0.w, and TXL2 must be used instead.
> +
> + if the target is a shadow texture, the reference value is always
> + in src.z (this prevents shadow 3d / 2d array / cube targets from
> + using this instruction, but this is not needed).
> +
> .. math::
>
> coord.x = src0.x
> @@ -823,10 +878,32 @@ This instruction replicates its result.
>
> coord.z = src0.z
>
> - coord.w = 1.0
> + coord.w = none
>
> lod = src0.w
>
> + unit = src1
> +
> + dst = texture\_sample(unit, coord, lod)
> +
> +
> +.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
> +
> + this is the same as TXL, but uses another reg to encode the
> + explicit lod value.
> + Presumably shadow 3d / 2d array / cube targets could use
> + this encoding too, but this is not legal.
> +
> + shadow cube map arrays are neither possible nor required.
> +
> +.. math::
> +
> + coord = src0
> +
> + lod = src1.x
> +
> + unit = src2
> +
> dst = texture\_sample(unit, coord, lod)
>
>
> @@ -954,9 +1031,9 @@ XXX doesn't look like most of the opcodes really belong here.
> As per NV_gpu_shader4, extract a single texel from a specified texture
> image. The source sampler may not be a CUBE or SHADOW. src 0 is a
> four-component signed integer vector used to identify the single texel
> - accessed. 3 components + level. src 1 is a 3 component constant signed
> - integer vector, with each component only have a range of -8..+8 (hw only
> - seems to deal with this range, interface allows for up to unsigned int).
> + accessed. 3 components + level. Just like texture instructions, an optional
> + offset vector is provided, which is subject to various driver restrictions
> + (regarding range, source of offsets).
> TXF(uint_vec coord, int_vec offset).
>
>
> --
> 1.9.1
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