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>
This commit is contained in:
Erik Faye-Lund
2022-10-19 15:25:33 +02:00
committed by Marge Bot
parent d264ec7b22
commit a9fce4d2be

View File

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