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

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@@ -50,21 +50,9 @@
</ul>
</li>
<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#gl-nv-vertex-program2">GL_NV_vertex_program2</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#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>
<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#explanation-of-symbols-used">Explanation of symbols used</a></li>
<li class="toctree-l2"><a class="reference external" href="tgsi.html#other-tokens">Other tokens</a></li>
</ul>
</li>
<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
an important part of the API. TGSI is the only intermediate representation
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">
<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>
<div class="math">
<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>
</div><p>Considered for removal.</p>
</div>
<div class="section" id="gl-nv-vertex-program2">
<h2>GL_NV_vertex_program2<a class="headerlink" href="#gl-nv-vertex-program2" title="Permalink to this headline"></a></h2>
<div class="section" id="from-gl-nv-vertex-program2">
<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>
<blockquote>
<p>TBD</p>
@@ -637,8 +639,8 @@ dst.x = pop()</p>
<p>Considered for cleanup / removal.</p>
</blockquote>
</div>
<div class="section" id="gl-nv-gpu-program4">
<h2>GL_NV_gpu_program4<a class="headerlink" href="#gl-nv-gpu-program4" title="Permalink to this headline"></a></h2>
<div class="section" id="from-gl-nv-gpu-program4">
<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>CEIL - Ceiling</p>
<div class="math">
@@ -750,8 +752,8 @@ TBD</blockquote>
<blockquote>
TBD</blockquote>
</div>
<div class="section" id="gl-nv-geometry-program4">
<h2>GL_NV_geometry_program4<a class="headerlink" href="#gl-nv-geometry-program4" title="Permalink to this headline"></a></h2>
<div class="section" id="from-gl-nv-geometry-program4">
<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>
<blockquote>
TBD</blockquote>
@@ -759,8 +761,8 @@ TBD</blockquote>
<blockquote>
TBD</blockquote>
</div>
<div class="section" id="glsl">
<h2>GLSL<a class="headerlink" href="#glsl" title="Permalink to this headline"></a></h2>
<div class="section" id="from-glsl">
<h3>From GLSL<a class="headerlink" href="#from-glsl" title="Permalink to this headline"></a></h3>
<p>BGNLOOP - Begin a Loop</p>
<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>
</div></div>
<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>
<blockquote>
TBD</blockquote>
@@ -800,9 +802,9 @@ TBD</blockquote>
</div>
</div>
<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">
<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>
<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>
@@ -828,7 +830,7 @@ TBD</blockquote>
</blockquote>
</div>
<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>
<p>discard Discard fragment.</p>
<p>dst First destination register.</p>
@@ -843,9 +845,9 @@ TBD</blockquote>
</div>
</div>
<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">
<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>
<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,
@@ -860,7 +862,7 @@ is 0.</p>
sections.</p>
</blockquote>
<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>
<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
@@ -868,6 +870,7 @@ when the primitive is front facing.</p>
</blockquote>
</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>
<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="#gl-nv-vertex-program2">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="#gl-nv-geometry-program4">GL_NV_geometry_program4</a></li>
<li><a class="reference external" href="#glsl">GLSL</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="#from-gl-nv-gpu-program4">From GL_NV_gpu_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="#from-glsl">From GLSL</a></li>
<li><a class="reference external" href="#ps-2-x">ps_2_x</a></li>
</ul>
</li>
@@ -899,6 +903,8 @@ when the primitive is front facing.</p>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<h4>Previous topic</h4>

View File

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