gallivm: handle texel swizzles correctly for d3d10-style sample opcodes
unlike OpenGL, the texel swizzle is embedded in the instruction, so honor that. (Technically we now execute both the sampler_view swizzle and the per-instruction swizzle but this should be quite ok.) v2: add documentation note as it's not obvious. Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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@@ -1730,6 +1730,8 @@ Resource Sampling Opcodes
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Those opcodes follow very closely semantics of the respective Direct3D
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instructions. If in doubt double check Direct3D documentation.
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Note that the swizzle on SVIEW (src1) determines texel swizzling
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after lookup.
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.. opcode:: SAMPLE - Using provided address, sample data from the
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specified texture using the filtering mode identified
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