diff --git a/docs/gallium/tgsi.rst b/docs/gallium/tgsi.rst index 6649bc48d67..404067862c7 100644 --- a/docs/gallium/tgsi.rst +++ b/docs/gallium/tgsi.rst @@ -734,7 +734,7 @@ This instruction replicates its result. .. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only) this is the same as TXB, but uses another reg to encode the - lod bias value for cube map arrays and shadow cube maps. + LOD bias value for cube map arrays and shadow cube maps. Presumably shadow 2d arrays and shadow 3d targets could use this encoding too, but this is not legal. @@ -799,7 +799,7 @@ This instruction replicates its result. .. 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. if the target is a shadow texture, the reference value is always @@ -826,7 +826,7 @@ This instruction replicates its result. .. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only) this is the same as TXL, but uses another reg to encode the - explicit lod value. + explicit LOD value. Presumably shadow 3d / 2d array / cube targets could use this encoding too, but this is not legal. @@ -997,7 +997,7 @@ XXX doesn't look like most of the opcodes really belong here. Compute the LOD information that the texture pipe would use to access the texture. The Y component contains the computed LOD lambda_prime. The X - component contains the LOD that will be accessed, based on min/max lod's + component contains the LOD that will be accessed, based on min/max LODs and mipmap filters. .. math:: diff --git a/docs/versions.rst b/docs/versions.rst index e91df62dea5..398d616f49c 100644 --- a/docs/versions.rst +++ b/docs/versions.rst @@ -724,7 +724,7 @@ Bug fixes: - incomplete texture objects could cause a segfault - glDrawPixels with GL_COMPILE_AND_EXECUTE caused infinite loop - flat-shaded quads in a strip were miscolored if clipped -- mipmapped triangle lod computation now works correctly +- mipmapped triangle LOD computation now works correctly - fixed a few under/overflow bugs in triangle rasterizer - glArrayElement() assigned bad normal if normal array disabled - changed argument to glXReleaseBuffersMESA()