docs: Re-adjust headers for TGSI, regenerate.

This commit is contained in:
Corbin Simpson
2009-12-21 21:04:10 -08:00
parent 1a7b2f7e95
commit 5bcd26c172
5 changed files with 68 additions and 68 deletions

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@@ -6,8 +6,11 @@ for describing shaders. Since Gallium is inherently shaderful, shaders are
an important part of the API. TGSI is the only intermediate representation an important part of the API. TGSI is the only intermediate representation
used by all drivers. used by all drivers.
Instruction Set
---------------
From GL_NV_vertex_program From GL_NV_vertex_program
------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^
ARL - Address Register Load ARL - Address Register Load
@@ -633,8 +636,8 @@ X2D - 2D Coordinate Transformation
Considered for removal. Considered for removal.
GL_NV_vertex_program2 From GL_NV_vertex_program2
-------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^
ARA - Address Register Add ARA - Address Register Add
@@ -850,8 +853,8 @@ POPA - Pop Address Register From Stack
Considered for cleanup / removal. Considered for cleanup / removal.
GL_NV_gpu_program4 From GL_NV_gpu_program4
------------------------ ^^^^^^^^^^^^^^^^^^^^^^^^
Support for these opcodes indicated by a special pipe capability bit (TBD). Support for these opcodes indicated by a special pipe capability bit (TBD).
@@ -1015,8 +1018,8 @@ CONT - Continue
TBD TBD
GL_NV_geometry_program4 From GL_NV_geometry_program4
----------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
EMIT - Emit EMIT - Emit
@@ -1029,8 +1032,8 @@ ENDPRIM - End Primitive
TBD TBD
GLSL From GLSL
---------- ^^^^^^^^^^
BGNLOOP - Begin a Loop BGNLOOP - Begin a Loop
@@ -1072,7 +1075,7 @@ NRM4 - 4-component Vector Normalise
ps_2_x ps_2_x
------------ ^^^^^^^^^^^^
CALLNZ - Subroutine Call If Not Zero CALLNZ - Subroutine Call If Not Zero
@@ -1091,11 +1094,11 @@ BREAKC - Break Conditional
Explanation of symbols used Explanation of symbols used
============================== ------------------------------
Functions Functions
-------------- ^^^^^^^^^^^^^^
:math:`|x|` Absolute value of `x`. :math:`|x|` Absolute value of `x`.
@@ -1131,7 +1134,7 @@ Functions
Keywords Keywords
------------- ^^^^^^^^^^^^^
discard Discard fragment. discard Discard fragment.
@@ -1154,11 +1157,11 @@ Keywords
Other tokens Other tokens
=============== ---------------
Declaration Semantic Declaration Semantic
------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^
Follows Declaration token if Semantic bit is set. Follows Declaration token if Semantic bit is set.
@@ -1179,7 +1182,7 @@ Declaration Semantic
FACE FACE
^^^^ """"
Valid only in a fragment shader INPUT declaration. Valid only in a fragment shader INPUT declaration.

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@@ -50,21 +50,9 @@
</ul> </ul>
</li> </li>
<li class="toctree-l1"><a class="reference external" href="tgsi.html">TGSI</a><ul> <li class="toctree-l1"><a class="reference external" href="tgsi.html">TGSI</a><ul>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#from-gl-nv-vertex-program">From GL_NV_vertex_program</a></li> <li class="toctree-l2"><a class="reference external" href="tgsi.html#instruction-set">Instruction Set</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#gl-nv-vertex-program2">GL_NV_vertex_program2</a></li> <li class="toctree-l2"><a class="reference external" href="tgsi.html#explanation-of-symbols-used">Explanation of symbols used</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#gl-nv-gpu-program4">GL_NV_gpu_program4</a></li> <li class="toctree-l2"><a class="reference external" href="tgsi.html#other-tokens">Other tokens</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#gl-nv-geometry-program4">GL_NV_geometry_program4</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#glsl">GLSL</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#ps-2-x">ps_2_x</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference external" href="tgsi.html#explanation-of-symbols-used">Explanation of symbols used</a><ul>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#functions">Functions</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#keywords">Keywords</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference external" href="tgsi.html#other-tokens">Other tokens</a><ul>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#declaration-semantic">Declaration Semantic</a></li>
</ul> </ul>
</li> </li>
<li class="toctree-l1"><a class="reference external" href="screen.html">Screen</a><ul> <li class="toctree-l1"><a class="reference external" href="screen.html">Screen</a><ul>

File diff suppressed because one or more lines are too long

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@@ -51,8 +51,10 @@
for describing shaders. Since Gallium is inherently shaderful, shaders are for describing shaders. Since Gallium is inherently shaderful, shaders are
an important part of the API. TGSI is the only intermediate representation an important part of the API. TGSI is the only intermediate representation
used by all drivers.</p> used by all drivers.</p>
<div class="section" id="instruction-set">
<h2>Instruction Set<a class="headerlink" href="#instruction-set" title="Permalink to this headline"></a></h2>
<div class="section" id="from-gl-nv-vertex-program"> <div class="section" id="from-gl-nv-vertex-program">
<h2>From GL_NV_vertex_program<a class="headerlink" href="#from-gl-nv-vertex-program" title="Permalink to this headline"></a></h2> <h3>From GL_NV_vertex_program<a class="headerlink" href="#from-gl-nv-vertex-program" title="Permalink to this headline"></a></h3>
<p>ARL - Address Register Load</p> <p>ARL - Address Register Load</p>
<div class="math"> <div class="math">
<p><img src="_images/math/a6a788a4144ea0b8be244aad870806646081b809.png" alt="dst.x = \lfloor src.x\rfloor <p><img src="_images/math/a6a788a4144ea0b8be244aad870806646081b809.png" alt="dst.x = \lfloor src.x\rfloor
@@ -478,8 +480,8 @@ dst.z = src0.x + src1.x \times src2.x + src1.y \times src2.y
dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w" /></p> dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w" /></p>
</div><p>Considered for removal.</p> </div><p>Considered for removal.</p>
</div> </div>
<div class="section" id="gl-nv-vertex-program2"> <div class="section" id="from-gl-nv-vertex-program2">
<h2>GL_NV_vertex_program2<a class="headerlink" href="#gl-nv-vertex-program2" title="Permalink to this headline"></a></h2> <h3>From GL_NV_vertex_program2<a class="headerlink" href="#from-gl-nv-vertex-program2" title="Permalink to this headline"></a></h3>
<p>ARA - Address Register Add</p> <p>ARA - Address Register Add</p>
<blockquote> <blockquote>
<p>TBD</p> <p>TBD</p>
@@ -637,8 +639,8 @@ dst.x = pop()</p>
<p>Considered for cleanup / removal.</p> <p>Considered for cleanup / removal.</p>
</blockquote> </blockquote>
</div> </div>
<div class="section" id="gl-nv-gpu-program4"> <div class="section" id="from-gl-nv-gpu-program4">
<h2>GL_NV_gpu_program4<a class="headerlink" href="#gl-nv-gpu-program4" title="Permalink to this headline"></a></h2> <h3>From GL_NV_gpu_program4<a class="headerlink" href="#from-gl-nv-gpu-program4" title="Permalink to this headline"></a></h3>
<p>Support for these opcodes indicated by a special pipe capability bit (TBD).</p> <p>Support for these opcodes indicated by a special pipe capability bit (TBD).</p>
<p>CEIL - Ceiling</p> <p>CEIL - Ceiling</p>
<div class="math"> <div class="math">
@@ -750,8 +752,8 @@ TBD</blockquote>
<blockquote> <blockquote>
TBD</blockquote> TBD</blockquote>
</div> </div>
<div class="section" id="gl-nv-geometry-program4"> <div class="section" id="from-gl-nv-geometry-program4">
<h2>GL_NV_geometry_program4<a class="headerlink" href="#gl-nv-geometry-program4" title="Permalink to this headline"></a></h2> <h3>From GL_NV_geometry_program4<a class="headerlink" href="#from-gl-nv-geometry-program4" title="Permalink to this headline"></a></h3>
<p>EMIT - Emit</p> <p>EMIT - Emit</p>
<blockquote> <blockquote>
TBD</blockquote> TBD</blockquote>
@@ -759,8 +761,8 @@ TBD</blockquote>
<blockquote> <blockquote>
TBD</blockquote> TBD</blockquote>
</div> </div>
<div class="section" id="glsl"> <div class="section" id="from-glsl">
<h2>GLSL<a class="headerlink" href="#glsl" title="Permalink to this headline"></a></h2> <h3>From GLSL<a class="headerlink" href="#from-glsl" title="Permalink to this headline"></a></h3>
<p>BGNLOOP - Begin a Loop</p> <p>BGNLOOP - Begin a Loop</p>
<blockquote> <blockquote>
TBD</blockquote> TBD</blockquote>
@@ -787,7 +789,7 @@ dst.z = \frac{src.z}{src.x \times src.x + src.y \times src.y + src.z \times src.
dst.w = \frac{src.w}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}" /></p> dst.w = \frac{src.w}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}" /></p>
</div></div> </div></div>
<div class="section" id="ps-2-x"> <div class="section" id="ps-2-x">
<h2>ps_2_x<a class="headerlink" href="#ps-2-x" title="Permalink to this headline"></a></h2> <h3>ps_2_x<a class="headerlink" href="#ps-2-x" title="Permalink to this headline"></a></h3>
<p>CALLNZ - Subroutine Call If Not Zero</p> <p>CALLNZ - Subroutine Call If Not Zero</p>
<blockquote> <blockquote>
TBD</blockquote> TBD</blockquote>
@@ -800,9 +802,9 @@ TBD</blockquote>
</div> </div>
</div> </div>
<div class="section" id="explanation-of-symbols-used"> <div class="section" id="explanation-of-symbols-used">
<h1>Explanation of symbols used<a class="headerlink" href="#explanation-of-symbols-used" title="Permalink to this headline"></a></h1> <h2>Explanation of symbols used<a class="headerlink" href="#explanation-of-symbols-used" title="Permalink to this headline"></a></h2>
<div class="section" id="functions"> <div class="section" id="functions">
<h2>Functions<a class="headerlink" href="#functions" title="Permalink to this headline"></a></h2> <h3>Functions<a class="headerlink" href="#functions" title="Permalink to this headline"></a></h3>
<blockquote> <blockquote>
<p><img class="math" src="_images/math/49428192d366caf373c0af3c3261687f12b4c883.png" alt="|x|"/> Absolute value of <cite>x</cite>.</p> <p><img class="math" src="_images/math/49428192d366caf373c0af3c3261687f12b4c883.png" alt="|x|"/> Absolute value of <cite>x</cite>.</p>
<p><img class="math" src="_images/math/1a7cd7095a9b123f81967d8d3b14d1e02b0174e7.png" alt="\lceil x \rceil"/> Ceiling of <cite>x</cite>.</p> <p><img class="math" src="_images/math/1a7cd7095a9b123f81967d8d3b14d1e02b0174e7.png" alt="\lceil x \rceil"/> Ceiling of <cite>x</cite>.</p>
@@ -828,7 +830,7 @@ TBD</blockquote>
</blockquote> </blockquote>
</div> </div>
<div class="section" id="keywords"> <div class="section" id="keywords">
<h2>Keywords<a class="headerlink" href="#keywords" title="Permalink to this headline"></a></h2> <h3>Keywords<a class="headerlink" href="#keywords" title="Permalink to this headline"></a></h3>
<blockquote> <blockquote>
<p>discard Discard fragment.</p> <p>discard Discard fragment.</p>
<p>dst First destination register.</p> <p>dst First destination register.</p>
@@ -843,9 +845,9 @@ TBD</blockquote>
</div> </div>
</div> </div>
<div class="section" id="other-tokens"> <div class="section" id="other-tokens">
<h1>Other tokens<a class="headerlink" href="#other-tokens" title="Permalink to this headline"></a></h1> <h2>Other tokens<a class="headerlink" href="#other-tokens" title="Permalink to this headline"></a></h2>
<div class="section" id="declaration-semantic"> <div class="section" id="declaration-semantic">
<h2>Declaration Semantic<a class="headerlink" href="#declaration-semantic" title="Permalink to this headline"></a></h2> <h3>Declaration Semantic<a class="headerlink" href="#declaration-semantic" title="Permalink to this headline"></a></h3>
<blockquote> <blockquote>
<p>Follows Declaration token if Semantic bit is set.</p> <p>Follows Declaration token if Semantic bit is set.</p>
<p>Since its purpose is to link a shader with other stages of the pipeline, <p>Since its purpose is to link a shader with other stages of the pipeline,
@@ -860,7 +862,7 @@ is 0.</p>
sections.</p> sections.</p>
</blockquote> </blockquote>
<div class="section" id="face"> <div class="section" id="face">
<h3>FACE<a class="headerlink" href="#face" title="Permalink to this headline"></a></h3> <h4>FACE<a class="headerlink" href="#face" title="Permalink to this headline"></a></h4>
<blockquote> <blockquote>
<p>Valid only in a fragment shader INPUT declaration.</p> <p>Valid only in a fragment shader INPUT declaration.</p>
<p>FACE.x is negative when the primitive is back facing. FACE.x is positive <p>FACE.x is negative when the primitive is back facing. FACE.x is positive
@@ -868,6 +870,7 @@ when the primitive is front facing.</p>
</blockquote> </blockquote>
</div> </div>
</div> </div>
</div>
</div> </div>
@@ -879,11 +882,12 @@ when the primitive is front facing.</p>
<h3><a href="index.html">Table Of Contents</a></h3> <h3><a href="index.html">Table Of Contents</a></h3>
<ul> <ul>
<li><a class="reference external" href="">TGSI</a><ul> <li><a class="reference external" href="">TGSI</a><ul>
<li><a class="reference external" href="#instruction-set">Instruction Set</a><ul>
<li><a class="reference external" href="#from-gl-nv-vertex-program">From GL_NV_vertex_program</a></li> <li><a class="reference external" href="#from-gl-nv-vertex-program">From GL_NV_vertex_program</a></li>
<li><a class="reference external" href="#gl-nv-vertex-program2">GL_NV_vertex_program2</a></li> <li><a class="reference external" href="#from-gl-nv-vertex-program2">From GL_NV_vertex_program2</a></li>
<li><a class="reference external" href="#gl-nv-gpu-program4">GL_NV_gpu_program4</a></li> <li><a class="reference external" href="#from-gl-nv-gpu-program4">From GL_NV_gpu_program4</a></li>
<li><a class="reference external" href="#gl-nv-geometry-program4">GL_NV_geometry_program4</a></li> <li><a class="reference external" href="#from-gl-nv-geometry-program4">From GL_NV_geometry_program4</a></li>
<li><a class="reference external" href="#glsl">GLSL</a></li> <li><a class="reference external" href="#from-glsl">From GLSL</a></li>
<li><a class="reference external" href="#ps-2-x">ps_2_x</a></li> <li><a class="reference external" href="#ps-2-x">ps_2_x</a></li>
</ul> </ul>
</li> </li>
@@ -899,6 +903,8 @@ when the primitive is front facing.</p>
</li> </li>
</ul> </ul>
</li> </li>
</ul>
</li>
</ul> </ul>
<h4>Previous topic</h4> <h4>Previous topic</h4>

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@@ -6,8 +6,11 @@ for describing shaders. Since Gallium is inherently shaderful, shaders are
an important part of the API. TGSI is the only intermediate representation an important part of the API. TGSI is the only intermediate representation
used by all drivers. used by all drivers.
Instruction Set
---------------
From GL_NV_vertex_program From GL_NV_vertex_program
------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^
ARL - Address Register Load ARL - Address Register Load
@@ -633,8 +636,8 @@ X2D - 2D Coordinate Transformation
Considered for removal. Considered for removal.
GL_NV_vertex_program2 From GL_NV_vertex_program2
-------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^
ARA - Address Register Add ARA - Address Register Add
@@ -850,8 +853,8 @@ POPA - Pop Address Register From Stack
Considered for cleanup / removal. Considered for cleanup / removal.
GL_NV_gpu_program4 From GL_NV_gpu_program4
------------------------ ^^^^^^^^^^^^^^^^^^^^^^^^
Support for these opcodes indicated by a special pipe capability bit (TBD). Support for these opcodes indicated by a special pipe capability bit (TBD).
@@ -1015,8 +1018,8 @@ CONT - Continue
TBD TBD
GL_NV_geometry_program4 From GL_NV_geometry_program4
----------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
EMIT - Emit EMIT - Emit
@@ -1029,8 +1032,8 @@ ENDPRIM - End Primitive
TBD TBD
GLSL From GLSL
---------- ^^^^^^^^^^
BGNLOOP - Begin a Loop BGNLOOP - Begin a Loop
@@ -1072,7 +1075,7 @@ NRM4 - 4-component Vector Normalise
ps_2_x ps_2_x
------------ ^^^^^^^^^^^^
CALLNZ - Subroutine Call If Not Zero CALLNZ - Subroutine Call If Not Zero
@@ -1091,11 +1094,11 @@ BREAKC - Break Conditional
Explanation of symbols used Explanation of symbols used
============================== ------------------------------
Functions Functions
-------------- ^^^^^^^^^^^^^^
:math:`|x|` Absolute value of `x`. :math:`|x|` Absolute value of `x`.
@@ -1131,7 +1134,7 @@ Functions
Keywords Keywords
------------- ^^^^^^^^^^^^^
discard Discard fragment. discard Discard fragment.
@@ -1154,11 +1157,11 @@ Keywords
Other tokens Other tokens
=============== ---------------
Declaration Semantic Declaration Semantic
------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^
Follows Declaration token if Semantic bit is set. Follows Declaration token if Semantic bit is set.
@@ -1179,7 +1182,7 @@ Declaration Semantic
FACE FACE
^^^^ """"
Valid only in a fragment shader INPUT declaration. Valid only in a fragment shader INPUT declaration.