From: Dave Airlie <airl...@redhat.com> this mentions which channels are used for slice and depth comparison values.
Signed-off-by: Dave Airlie <airl...@redhat.com> --- src/gallium/docs/source/tgsi.rst | 11 +++++++++++ 1 files changed, 11 insertions(+), 0 deletions(-) diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index d7f50b1..45af528 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -585,6 +585,17 @@ This instruction replicates its result. dst = texture_sample(unit, coord, bias) + for array textures src0.y contains the slice for 1D, + and src0.z contain the slice for 2D. + for shadow textures with no arrays, src0.z contains + the reference value. + for shadow textures with arrays, src0.z contains + the reference value for 1D arrays, and src0.w contains + the reference value for 2D arrays. + There is no way to pass a bias in the .w value for + shadow arrays, and GLSL doesn't allow this. + GLSL does allow cube shadows maps to take a bias value, + and we have to determine how this will look in TGSI. .. opcode:: TXD - Texture Lookup with Derivatives -- 1.7.7.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev