docs: Add all semantics to TGSI doc, regen.
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@@ -1180,11 +1180,92 @@ Declaration Semantic
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The meanings of the individual semantic names are explained in the following
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sections.
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TGSI_SEMANTIC_POSITION
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""""""""""""""""""""""
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FACE
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""""
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Position, sometimes known as HPOS or WPOS for historical reasons, is the
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location of the vertex in space, in ``(x, y, z, w)`` format. ``x``, ``y``, and ``z``
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are the Cartesian coordinates, and ``w`` is the homogenous coordinate and used
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for the perspective divide, if enabled.
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Valid only in a fragment shader INPUT declaration.
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As a vertex shader output, position should be scaled to the viewport. When
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used in fragment shaders, position will ---
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FACE.x is negative when the primitive is back facing. FACE.x is positive
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when the primitive is front facing.
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XXX --- wait a minute. Should position be in [0,1] for x and y?
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XXX additionally, is there a way to configure the perspective divide? it's
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accelerated on most chipsets AFAIK...
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Position, if not specified, usually defaults to ``(0, 0, 0, 1)``, and can
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be partially specified as ``(x, y, 0, 1)`` or ``(x, y, z, 1)``.
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XXX usually? can we solidify that?
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TGSI_SEMANTIC_COLOR
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"""""""""""""""""""
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Colors are used to, well, color the primitives. Colors are always in
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``(r, g, b, a)`` format.
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If alpha is not specified, it defaults to 1.
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TGSI_SEMANTIC_BCOLOR
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""""""""""""""""""""
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Back-facing colors are only used for back-facing polygons, and are only valid
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in vertex shader outputs. After rasterization, all polygons are front-facing
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and COLOR and BCOLOR end up occupying the same slots in the fragment, so
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all BCOLORs effectively become regular COLORs in the fragment shader.
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TGSI_SEMANTIC_FOG
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"""""""""""""""""
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The fog coordinate historically has been used to replace the depth coordinate
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for generation of fog in dedicated fog blocks. Gallium, however, does not use
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dedicated fog acceleration, placing it entirely in the fragment shader
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instead.
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The fog coordinate should be written in ``(f, 0, 0, 1)`` format. Only the first
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component matters when writing from the vertex shader; the driver will ensure
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that the coordinate is in this format when used as a fragment shader input.
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TGSI_SEMANTIC_PSIZE
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"""""""""""""""""""
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PSIZE, or point size, is used to specify point sizes per-vertex. It should
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be in ``(p, n, x, f)`` format, where ``p`` is the point size, ``n`` is the minimum
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size, ``x`` is the maximum size, and ``f`` is the fade threshold.
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XXX this is arb_vp. is this what we actually do? should double-check...
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When using this semantic, be sure to set the appropriate state in the
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:ref:`rasterizer` first.
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TGSI_SEMANTIC_GENERIC
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"""""""""""""""""""""
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Generic semantics are nearly always used for texture coordinate attributes,
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in ``(s, t, r, q)`` format. ``t`` and ``r`` may be unused for certain kinds
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of lookups, and ``q`` is the level-of-detail bias for biased sampling.
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These attributes are called "generic" because they may be used for anything
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else, including parameters, texture generation information, or anything that
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can be stored inside a four-component vector.
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TGSI_SEMANTIC_NORMAL
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""""""""""""""""""""
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XXX no clue.
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TGSI_SEMANTIC_FACE
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""""""""""""""""""
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FACE is the facing bit, to store the facing information for the fragment
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shader. ``(f, 0, 0, 1)`` is the format. The first component will be positive
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when the fragment is front-facing, and negative when the component is
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back-facing.
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TGSI_SEMANTIC_EDGEFLAG
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""""""""""""""""""""""
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XXX no clue
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