gallium/docs: improve docs for SAMPLE_POS, SAMPLE_INFO, TXQS, MSAA semantics

For the SAMPLE_POS and SAMPLE_INFO opcodes, clarify resource vs. render
target queries, range of postion values, swizzling, etc.  We basically
follow the DX10.1 conventions.

For the TXQS opcode and TGSI_SEMANTIC_SAMPLEID, clarify return value
and type.

For the TGSI_SEMANTIC_SAMPLEPOS system value, clarify the range of
positions returned.

v2: use 'undef' for unused vector components.  Use (0.5, 0.5, undef, undef)
for sample pos when MSAA not applicable.

v3: Add note that OPCODE_SAMPLE_INFO, OPCODE_SAMPLE_POS are not used yet
and the information is subject to change.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
Brian Paul 2017-05-26 13:56:37 -06:00
parent 005c978c5a
commit 1c33dc77f7
1 changed files with 47 additions and 11 deletions

View File

@ -982,7 +982,9 @@ XXX doesn't look like most of the opcodes really belong here.
.. opcode:: TXQS - Texture Samples Query
This retrieves the number of samples in the texture, and stores it
into the x component. The other components are undefined.
into the x component as an unsigned integer. The other components are
undefined. If the texture is not multisampled, this function returns
(1, undef, undef, undef).
.. math::
@ -2538,15 +2540,46 @@ after lookup.
.. opcode:: SAMPLE_POS
Query the position of a given sample. dst receives float4 (x, y, 0, 0)
indicated where the sample is located. If the resource is not a multi-sample
resource and not a render target, the result is 0.
Query the position of a sample in the given resource or render target
when per-sample fragment shading is in effect.
Syntax: ``SAMPLE_POS dst, source, sample_index``
dst receives float4 (x, y, undef, undef) indicated where the sample is
located. Sample locations are in the range [0, 1] where 0.5 is the center
of the fragment.
source is either a sampler view (to indicate a shader resource) or temp
register (to indicate the render target). The source register may have
an optional swizzle to apply to the returned result
sample_index is an integer scalar indicating which sample position is to
be queried.
If per-sample shading is not in effect or the source resource or render
target is not multisampled, the result is (0.5, 0.5, undef, undef).
NOTE: no driver has implemented this opcode yet (and no state tracker
emits it). This information is subject to change.
.. opcode:: SAMPLE_INFO
dst receives number of samples in x. If the resource is not a multi-sample
resource and not a render target, the result is 0.
Query the number of samples in a multisampled resource or render target.
Syntax: ``SAMPLE_INFO dst, source``
dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
resource or the render target.
source is either a sampler view (to indicate a shader resource) or temp
register (to indicate the render target). The source register may have
an optional swizzle to apply to the returned result
If per-sample shading is not in effect or the source resource or render
target is not multisampled, the result is (1, 0, 0, 0).
NOTE: no driver has implemented this opcode yet (and no state tracker
emits it). This information is subject to change.
.. _resourceopcodes:
@ -3284,15 +3317,18 @@ TGSI_SEMANTIC_SAMPLEID
""""""""""""""""""""""
For fragment shaders, this semantic label indicates that a system value
contains the current sample id (i.e. gl_SampleID).
This is an integer value, and only the X component is used.
contains the current sample id (i.e. gl_SampleID) as an unsigned int.
Only the X component is used. If per-sample shading is not enabled,
the result is (0, undef, undef, undef).
TGSI_SEMANTIC_SAMPLEPOS
"""""""""""""""""""""""
For fragment shaders, this semantic label indicates that a system value
contains the current sample's position (i.e. gl_SamplePosition). Only the X
and Y values are used.
For fragment shaders, this semantic label indicates that a system
value contains the current sample's position as float4(x, y, undef, undef)
in the render target (i.e. gl_SamplePosition) when per-fragment shading
is in effect. Position values are in the range [0, 1] where 0.5 is
the center of the fragment.
TGSI_SEMANTIC_SAMPLEMASK
""""""""""""""""""""""""