gallium/docs: fix NRM, NRM4 docs

Need to do a sqrt().

FWIW, the html that Sphinx 1.1.3 generates for the math expressions
looks completely broken.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2014-10-31 16:01:25 -06:00
parent afdc4309dc
commit 52576dcb88

View File

@@ -837,16 +837,37 @@ This instruction replicates its result.
.. opcode:: NRM - 3-component Vector Normalise
.. math::
u = src.x \times src.x + src.y \times src.y + src.z \times src.z
dst.x = src.x / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
v = \frac{1}{\sqrt{u}}
dst.y = src.y / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
dst.x = src.x \times v
dst.z = src.z / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
dst.y = src.y \times v
dst.z = src.z \times v
dst.w = 1
.. opcode:: NRM4 - 4-component Vector Normalise
.. math::
u = src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w
v = \frac{1}{\sqrt{u}}
dst.x = src.x \times v
dst.y = src.y \times v
dst.z = src.z \times v
dst.w = src.w \times v
.. opcode:: DIV - Divide
.. math::
@@ -1888,15 +1909,6 @@ Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
Ends a switch expression.
.. opcode:: NRM4 - 4-component Vector Normalise
This instruction replicates its result.
.. math::
dst = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
Interpolation ISA
^^^^^^^^^^^^^^^^^