docs/tgsi: put emphasis on src etc
This makes them stand out a bit more. Reviewed-by: Eric Engestrom <eric@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19460>
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@@ -102,7 +102,7 @@ This instruction replicates its result.
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.. opcode:: RSQ - Reciprocal Square Root
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.. opcode:: RSQ - Reciprocal Square Root
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This instruction replicates its result. The results are undefined for src <= 0.
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This instruction replicates its result. The results are undefined for *src* <= 0.
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.. math::
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.. math::
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@@ -111,7 +111,7 @@ This instruction replicates its result. The results are undefined for src <= 0.
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.. opcode:: SQRT - Square Root
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.. opcode:: SQRT - Square Root
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This instruction replicates its result. The results are undefined for src < 0.
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This instruction replicates its result. The results are undefined for *src* < 0.
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.. math::
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.. math::
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@@ -356,7 +356,7 @@ This instruction replicates its result.
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.. opcode:: LDEXP - Multiply Number by Integral Power of 2
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.. opcode:: LDEXP - Multiply Number by Integral Power of 2
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src1 is an integer.
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*src1* is an integer.
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.. math::
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.. math::
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@@ -514,18 +514,18 @@ This instruction replicates its result.
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.. opcode:: TEX - Texture Lookup
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.. opcode:: TEX - Texture Lookup
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for array textures src0.y contains the slice for 1D,
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for array textures *src0.y* contains the slice for 1D,
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and src0.z contain the slice for 2D.
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and *src0.z* contain the slice for 2D.
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for shadow textures with no arrays (and not cube map),
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for shadow textures with no arrays (and not cube map),
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src0.z contains the reference value.
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*src0.z* contains the reference value.
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for shadow textures with arrays, src0.z contains
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for shadow textures with arrays, *src0.z* contains
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the reference value for 1D arrays, and src0.w contains
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the reference value for 1D arrays, and *src0.w* contains
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the reference value for 2D arrays and cube maps.
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the reference value for 2D arrays and cube maps.
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for cube map array shadow textures, the reference value
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for cube map array shadow textures, the reference value
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cannot be passed in src0.w, and TEX2 must be used instead.
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cannot be passed in *src0.w*, and TEX2 must be used instead.
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.. math::
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.. math::
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@@ -708,10 +708,10 @@ This instruction replicates its result.
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.. opcode:: TXB - Texture Lookup With Bias
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.. opcode:: TXB - Texture Lookup With Bias
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for cube map array textures and shadow cube maps, the bias value
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for cube map array textures and shadow cube maps, the bias value
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cannot be passed in src0.w, and TXB2 must be used instead.
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cannot be passed in *src0.w*, and TXB2 must be used instead.
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if the target is a shadow texture, the reference value is always
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if the target is a shadow texture, the reference value is always
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in src.z (this prevents shadow 3d and shadow 2d arrays from
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in *src.z* (this prevents shadow 3d and shadow 2d arrays from
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using this instruction, but this is not needed).
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using this instruction, but this is not needed).
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.. math::
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.. math::
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@@ -739,7 +739,7 @@ This instruction replicates its result.
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this encoding too, but this is not legal.
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this encoding too, but this is not legal.
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if the target is a shadow cube map array, the reference value is in
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if the target is a shadow cube map array, the reference value is in
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src1.y.
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*src1.y*.
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.. math::
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.. math::
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@@ -800,10 +800,10 @@ This instruction replicates its result.
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.. opcode:: TXL - Texture Lookup With explicit LOD
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.. opcode:: TXL - Texture Lookup With explicit LOD
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for cube map array textures, the explicit LOD value
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for cube map array textures, the explicit LOD value
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cannot be passed in src0.w, and TXL2 must be used instead.
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cannot be passed in *src0.w*, and TXL2 must be used instead.
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if the target is a shadow texture, the reference value is always
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if the target is a shadow texture, the reference value is always
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in src.z (this prevents shadow 3d / 2d array / cube targets from
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in *src.z* (this prevents shadow 3d / 2d array / cube targets from
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using this instruction, but this is not needed).
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using this instruction, but this is not needed).
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.. math::
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.. math::
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@@ -831,7 +831,7 @@ This instruction replicates its result.
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this encoding too, but this is not legal.
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this encoding too, but this is not legal.
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if the target is a shadow cube map array, the reference value is in
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if the target is a shadow cube map array, the reference value is in
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src1.y.
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*src1.y*.
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.. math::
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.. math::
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@@ -901,7 +901,7 @@ XXX doesn't look like most of the opcodes really belong here.
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As per NV_gpu_shader4, extract a single texel from a specified texture
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As per NV_gpu_shader4, extract a single texel from a specified texture
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image or PIPE_BUFFER resource. The source sampler may not be a CUBE or
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image or PIPE_BUFFER resource. The source sampler may not be a CUBE or
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SHADOW. src 0 is a
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SHADOW. *src0* is a
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four-component signed integer vector used to identify the single texel
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four-component signed integer vector used to identify the single texel
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accessed. 3 components + level. If the texture is multisampled, then
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accessed. 3 components + level. If the texture is multisampled, then
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the fourth component indicates the sample, not the mipmap level.
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the fourth component indicates the sample, not the mipmap level.
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@@ -1707,18 +1707,18 @@ Some require glsl version 1.30 (UIF/SWITCH/CASE/DEFAULT/ENDSWITCH).
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Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
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Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
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src0.x != 0.0
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*src0.x* != 0.0
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where src0.x is interpreted as a floating point register.
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where *src0.x* is interpreted as a floating point register.
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.. opcode:: UIF - Bitwise If
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.. opcode:: UIF - Bitwise If
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Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
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Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
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src0.x != 0
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*src0.x* != 0
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where src0.x is interpreted as an integer register.
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where *src0.x* is interpreted as an integer register.
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.. opcode:: ELSE - Else
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.. opcode:: ELSE - Else
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@@ -1738,7 +1738,7 @@ Some require glsl version 1.30 (UIF/SWITCH/CASE/DEFAULT/ENDSWITCH).
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ends when a BRK is hit, but just like in C falling through to other cases
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ends when a BRK is hit, but just like in C falling through to other cases
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without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
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without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
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just as last statement, and fallthrough is allowed into/from it.
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just as last statement, and fallthrough is allowed into/from it.
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CASE src arguments are evaluated at bit level against the SWITCH src argument.
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CASE *src* arguments are evaluated at bit level against the SWITCH *src* argument.
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Example::
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Example::
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@@ -1757,7 +1757,7 @@ Some require glsl version 1.30 (UIF/SWITCH/CASE/DEFAULT/ENDSWITCH).
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.. opcode:: CASE - Switch case
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.. opcode:: CASE - Switch case
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This represents a switch case label. The src arg must be an integer immediate.
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This represents a switch case label. The *src* arg must be an integer immediate.
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.. opcode:: DEFAULT - Switch default
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.. opcode:: DEFAULT - Switch default
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@@ -1781,17 +1781,17 @@ interpolateAt* functions. The first argument of each of these must come from
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.. opcode:: INTERP_CENTROID - Interpolate at the centroid
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.. opcode:: INTERP_CENTROID - Interpolate at the centroid
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Interpolates the varying specified by src0 at the centroid
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Interpolates the varying specified by *src0* at the centroid
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.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
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.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
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Interpolates the varying specified by src0 at the sample id specified by
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Interpolates the varying specified by *src0* at the sample id
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src1.x (interpreted as an integer)
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specified by *src1.x* (interpreted as an integer)
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.. opcode:: INTERP_OFFSET - Interpolate at the specified offset
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.. opcode:: INTERP_OFFSET - Interpolate at the specified offset
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Interpolates the varying specified by src0 at the offset src1.xy from the
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Interpolates the varying specified by *src0* at the offset *src1.xy*
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pixel center (interpreted as floats)
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from the pixel center (interpreted as floats)
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.. _doubleopcodes:
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.. _doubleopcodes:
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