docs: Add all semantics to TGSI doc, regen.
This commit is contained in:
91
src/gallium/docs/build/html/_sources/tgsi.txt
vendored
91
src/gallium/docs/build/html/_sources/tgsi.txt
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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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The meanings of the individual semantic names are explained in the following
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sections.
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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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Position, sometimes known as HPOS or WPOS for historical reasons, is the
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""""
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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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XXX --- wait a minute. Should position be in [0,1] for x and y?
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when the primitive is front facing.
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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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2
src/gallium/docs/build/html/searchindex.js
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src/gallium/docs/build/html/searchindex.js
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File diff suppressed because one or more lines are too long
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src/gallium/docs/build/html/tgsi.html
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src/gallium/docs/build/html/tgsi.html
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@@ -861,13 +861,76 @@ is 0.</p>
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<p>The meanings of the individual semantic names are explained in the following
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<p>The meanings of the individual semantic names are explained in the following
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sections.</p>
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sections.</p>
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</blockquote>
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</blockquote>
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<div class="section" id="face">
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<div class="section" id="tgsi-semantic-position">
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<h4>FACE<a class="headerlink" href="#face" title="Permalink to this headline">¶</a></h4>
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<h4>TGSI_SEMANTIC_POSITION<a class="headerlink" href="#tgsi-semantic-position" title="Permalink to this headline">¶</a></h4>
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<blockquote>
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<p>Position, sometimes known as HPOS or WPOS for historical reasons, is the
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<p>Valid only in a fragment shader INPUT declaration.</p>
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location of the vertex in space, in <tt class="docutils literal"><span class="pre">(x,</span> <span class="pre">y,</span> <span class="pre">z,</span> <span class="pre">w)</span></tt> format. <tt class="docutils literal"><span class="pre">x</span></tt>, <tt class="docutils literal"><span class="pre">y</span></tt>, and <tt class="docutils literal"><span class="pre">z</span></tt>
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<p>FACE.x is negative when the primitive is back facing. FACE.x is positive
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are the Cartesian coordinates, and <tt class="docutils literal"><span class="pre">w</span></tt> is the homogenous coordinate and used
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when the primitive is front facing.</p>
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for the perspective divide, if enabled.</p>
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</blockquote>
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<p>As a vertex shader output, position should be scaled to the viewport. When
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used in fragment shaders, position will —</p>
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<p>XXX — wait a minute. Should position be in [0,1] for x and y?</p>
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<p>XXX additionally, is there a way to configure the perspective divide? it’s
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accelerated on most chipsets AFAIK...</p>
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<p>Position, if not specified, usually defaults to <tt class="docutils literal"><span class="pre">(0,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt>, and can
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be partially specified as <tt class="docutils literal"><span class="pre">(x,</span> <span class="pre">y,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt> or <tt class="docutils literal"><span class="pre">(x,</span> <span class="pre">y,</span> <span class="pre">z,</span> <span class="pre">1)</span></tt>.</p>
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<p>XXX usually? can we solidify that?</p>
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</div>
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<div class="section" id="tgsi-semantic-color">
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<h4>TGSI_SEMANTIC_COLOR<a class="headerlink" href="#tgsi-semantic-color" title="Permalink to this headline">¶</a></h4>
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<p>Colors are used to, well, color the primitives. Colors are always in
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<tt class="docutils literal"><span class="pre">(r,</span> <span class="pre">g,</span> <span class="pre">b,</span> <span class="pre">a)</span></tt> format.</p>
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<p>If alpha is not specified, it defaults to 1.</p>
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</div>
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<div class="section" id="tgsi-semantic-bcolor">
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<h4>TGSI_SEMANTIC_BCOLOR<a class="headerlink" href="#tgsi-semantic-bcolor" title="Permalink to this headline">¶</a></h4>
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<p>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.</p>
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</div>
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<div class="section" id="tgsi-semantic-fog">
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<h4>TGSI_SEMANTIC_FOG<a class="headerlink" href="#tgsi-semantic-fog" title="Permalink to this headline">¶</a></h4>
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<p>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.</p>
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<p>The fog coordinate should be written in <tt class="docutils literal"><span class="pre">(f,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt> 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.</p>
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</div>
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<div class="section" id="tgsi-semantic-psize">
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<h4>TGSI_SEMANTIC_PSIZE<a class="headerlink" href="#tgsi-semantic-psize" title="Permalink to this headline">¶</a></h4>
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<p>PSIZE, or point size, is used to specify point sizes per-vertex. It should
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be in <tt class="docutils literal"><span class="pre">(p,</span> <span class="pre">n,</span> <span class="pre">x,</span> <span class="pre">f)</span></tt> format, where <tt class="docutils literal"><span class="pre">p</span></tt> is the point size, <tt class="docutils literal"><span class="pre">n</span></tt> is the minimum
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size, <tt class="docutils literal"><span class="pre">x</span></tt> is the maximum size, and <tt class="docutils literal"><span class="pre">f</span></tt> is the fade threshold.</p>
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<p>XXX this is arb_vp. is this what we actually do? should double-check...</p>
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<p>When using this semantic, be sure to set the appropriate state in the
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<a class="reference external" href="cso/rasterizer.html#rasterizer"><em>Rasterizer</em></a> first.</p>
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</div>
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<div class="section" id="tgsi-semantic-generic">
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<h4>TGSI_SEMANTIC_GENERIC<a class="headerlink" href="#tgsi-semantic-generic" title="Permalink to this headline">¶</a></h4>
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<p>Generic semantics are nearly always used for texture coordinate attributes,
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in <tt class="docutils literal"><span class="pre">(s,</span> <span class="pre">t,</span> <span class="pre">r,</span> <span class="pre">q)</span></tt> format. <tt class="docutils literal"><span class="pre">t</span></tt> and <tt class="docutils literal"><span class="pre">r</span></tt> may be unused for certain kinds
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of lookups, and <tt class="docutils literal"><span class="pre">q</span></tt> is the level-of-detail bias for biased sampling.</p>
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<p>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.</p>
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</div>
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<div class="section" id="tgsi-semantic-normal">
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<h4>TGSI_SEMANTIC_NORMAL<a class="headerlink" href="#tgsi-semantic-normal" title="Permalink to this headline">¶</a></h4>
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<p>XXX no clue.</p>
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</div>
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<div class="section" id="tgsi-semantic-face">
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<h4>TGSI_SEMANTIC_FACE<a class="headerlink" href="#tgsi-semantic-face" title="Permalink to this headline">¶</a></h4>
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<p>FACE is the facing bit, to store the facing information for the fragment
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shader. <tt class="docutils literal"><span class="pre">(f,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt> 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.</p>
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</div>
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<div class="section" id="tgsi-semantic-edgeflag">
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<h4>TGSI_SEMANTIC_EDGEFLAG<a class="headerlink" href="#tgsi-semantic-edgeflag" title="Permalink to this headline">¶</a></h4>
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<p>XXX no clue</p>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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@@ -898,7 +961,15 @@ when the primitive is front facing.</p>
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</li>
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</li>
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<li><a class="reference external" href="#other-tokens">Other tokens</a><ul>
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<li><a class="reference external" href="#other-tokens">Other tokens</a><ul>
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<li><a class="reference external" href="#declaration-semantic">Declaration Semantic</a><ul>
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<li><a class="reference external" href="#declaration-semantic">Declaration Semantic</a><ul>
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<li><a class="reference external" href="#face">FACE</a></li>
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<li><a class="reference external" href="#tgsi-semantic-position">TGSI_SEMANTIC_POSITION</a></li>
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<li><a class="reference external" href="#tgsi-semantic-color">TGSI_SEMANTIC_COLOR</a></li>
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<li><a class="reference external" href="#tgsi-semantic-bcolor">TGSI_SEMANTIC_BCOLOR</a></li>
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<li><a class="reference external" href="#tgsi-semantic-fog">TGSI_SEMANTIC_FOG</a></li>
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<li><a class="reference external" href="#tgsi-semantic-psize">TGSI_SEMANTIC_PSIZE</a></li>
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<li><a class="reference external" href="#tgsi-semantic-generic">TGSI_SEMANTIC_GENERIC</a></li>
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<li><a class="reference external" href="#tgsi-semantic-normal">TGSI_SEMANTIC_NORMAL</a></li>
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<li><a class="reference external" href="#tgsi-semantic-face">TGSI_SEMANTIC_FACE</a></li>
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<li><a class="reference external" href="#tgsi-semantic-edgeflag">TGSI_SEMANTIC_EDGEFLAG</a></li>
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</ul>
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</ul>
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</li>
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</li>
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</ul>
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</ul>
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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
|
The meanings of the individual semantic names are explained in the following
|
||||||
sections.
|
sections.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_POSITION
|
||||||
|
""""""""""""""""""""""
|
||||||
|
|
||||||
FACE
|
Position, sometimes known as HPOS or WPOS for historical reasons, is the
|
||||||
""""
|
location of the vertex in space, in ``(x, y, z, w)`` format. ``x``, ``y``, and ``z``
|
||||||
|
are the Cartesian coordinates, and ``w`` is the homogenous coordinate and used
|
||||||
|
for the perspective divide, if enabled.
|
||||||
|
|
||||||
Valid only in a fragment shader INPUT declaration.
|
As a vertex shader output, position should be scaled to the viewport. When
|
||||||
|
used in fragment shaders, position will ---
|
||||||
|
|
||||||
FACE.x is negative when the primitive is back facing. FACE.x is positive
|
XXX --- wait a minute. Should position be in [0,1] for x and y?
|
||||||
when the primitive is front facing.
|
|
||||||
|
XXX additionally, is there a way to configure the perspective divide? it's
|
||||||
|
accelerated on most chipsets AFAIK...
|
||||||
|
|
||||||
|
Position, if not specified, usually defaults to ``(0, 0, 0, 1)``, and can
|
||||||
|
be partially specified as ``(x, y, 0, 1)`` or ``(x, y, z, 1)``.
|
||||||
|
|
||||||
|
XXX usually? can we solidify that?
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_COLOR
|
||||||
|
"""""""""""""""""""
|
||||||
|
|
||||||
|
Colors are used to, well, color the primitives. Colors are always in
|
||||||
|
``(r, g, b, a)`` format.
|
||||||
|
|
||||||
|
If alpha is not specified, it defaults to 1.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_BCOLOR
|
||||||
|
""""""""""""""""""""
|
||||||
|
|
||||||
|
Back-facing colors are only used for back-facing polygons, and are only valid
|
||||||
|
in vertex shader outputs. After rasterization, all polygons are front-facing
|
||||||
|
and COLOR and BCOLOR end up occupying the same slots in the fragment, so
|
||||||
|
all BCOLORs effectively become regular COLORs in the fragment shader.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_FOG
|
||||||
|
"""""""""""""""""
|
||||||
|
|
||||||
|
The fog coordinate historically has been used to replace the depth coordinate
|
||||||
|
for generation of fog in dedicated fog blocks. Gallium, however, does not use
|
||||||
|
dedicated fog acceleration, placing it entirely in the fragment shader
|
||||||
|
instead.
|
||||||
|
|
||||||
|
The fog coordinate should be written in ``(f, 0, 0, 1)`` format. Only the first
|
||||||
|
component matters when writing from the vertex shader; the driver will ensure
|
||||||
|
that the coordinate is in this format when used as a fragment shader input.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_PSIZE
|
||||||
|
"""""""""""""""""""
|
||||||
|
|
||||||
|
PSIZE, or point size, is used to specify point sizes per-vertex. It should
|
||||||
|
be in ``(p, n, x, f)`` format, where ``p`` is the point size, ``n`` is the minimum
|
||||||
|
size, ``x`` is the maximum size, and ``f`` is the fade threshold.
|
||||||
|
|
||||||
|
XXX this is arb_vp. is this what we actually do? should double-check...
|
||||||
|
|
||||||
|
When using this semantic, be sure to set the appropriate state in the
|
||||||
|
:ref:`rasterizer` first.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_GENERIC
|
||||||
|
"""""""""""""""""""""
|
||||||
|
|
||||||
|
Generic semantics are nearly always used for texture coordinate attributes,
|
||||||
|
in ``(s, t, r, q)`` format. ``t`` and ``r`` may be unused for certain kinds
|
||||||
|
of lookups, and ``q`` is the level-of-detail bias for biased sampling.
|
||||||
|
|
||||||
|
These attributes are called "generic" because they may be used for anything
|
||||||
|
else, including parameters, texture generation information, or anything that
|
||||||
|
can be stored inside a four-component vector.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_NORMAL
|
||||||
|
""""""""""""""""""""
|
||||||
|
|
||||||
|
XXX no clue.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_FACE
|
||||||
|
""""""""""""""""""
|
||||||
|
|
||||||
|
FACE is the facing bit, to store the facing information for the fragment
|
||||||
|
shader. ``(f, 0, 0, 1)`` is the format. The first component will be positive
|
||||||
|
when the fragment is front-facing, and negative when the component is
|
||||||
|
back-facing.
|
||||||
|
|
||||||
|
TGSI_SEMANTIC_EDGEFLAG
|
||||||
|
""""""""""""""""""""""
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XXX no clue
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Reference in New Issue
Block a user