[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
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