On 11/06/15 21:38, Rob Clark wrote:
From: Rob Clark <robcl...@freedesktop.org>

Based on mailing list discussion here:

http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html

Signed-off-by: Rob Clark <robcl...@freedesktop.org>
Reviewed-by: Roland Scheidegger <srol...@vmware.com>
---
  src/gallium/docs/source/tgsi.rst | 12 ++++++++++++
  1 file changed, 12 insertions(+)

diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index f77702a..89ca172 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -2965,6 +2965,18 @@ resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 
2DArray.
  type must be 1 or 4 entries (if specifying on a per-component
  level) out of UNORM, SNORM, SINT, UINT and FLOAT.

+For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
+which take an explicit SVIEW[#] source register), there may be optionally
+SVIEW[#] declarations.  In this case, the SVIEW index is implied by the
+SAMP index, and there must be a corresponding SVIEW[#] declaration for
+each SAMP[#] declaration.  Drivers are free to ignore this if they wish.
+But note in particular that some drivers need to know the sampler type
+(float/int/unsigned) in order to generate the correct code, so cases
+where integer textures are sampled, SVIEW[#] declarations should be
+used.
+
+NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
+in the same shader.

  Declaration Resource
  ^^^^^^^^^^^^^^^^^^^^


Series looks good to me AFAICT.  Thanks for doing this.

Reviewed-by: Jose Fonseca <jfons...@vmware.com>

Jose
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