gallium/docs: update TEXTURE_SHADOW_MAP MAX_PREDICATE_REGISTERS

This commit is contained in:
Brian Paul 2010-06-23 17:38:42 -06:00
parent 50b3f2e789
commit a544a8a82a
1 changed files with 10 additions and 2 deletions

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@ -36,7 +36,9 @@ The integer capabilities:
bound.
* ``OCCLUSION_QUERY``: Whether occlusion queries are available.
* ``TIMER_QUERY``: Whether timer queries are available.
* ``TEXTURE_SHADOW_MAP``: XXX
* ``TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
can do the depth texture / Z comparison operation in TEX instructions
for shadow testing.
* ``MAX_TEXTURE_2D_LEVELS``: The maximum number of mipmap levels available
for a 2D texture.
* ``MAX_TEXTURE_3D_LEVELS``: The maximum number of mipmap levels available
@ -55,7 +57,13 @@ The integer capabilities:
from color blend equations, in :ref:`Blend` state.
* ``SM3``: Whether the vertex shader and fragment shader support equivalent
opcodes to the Shader Model 3 specification. XXX oh god this is horrible
* ``MAX_PREDICATE_REGISTERS``: XXX
* ``MAX_PREDICATE_REGISTERS``: indicates the number of predicate registers
available. Predicate register may be set as a side-effect of ALU
instructions to indicate less than, greater than or equal to zero.
Later instructions can use a predicate register to control writing to
each channel of destination registers. NOTE: predicate registers have
not been fully implemented in Gallium at this time. See the
GL_NV_fragment_program extension for more info (look for "condition codes").
* ``MAX_COMBINED_SAMPLERS``: The total number of samplers accessible from
the vertex and fragment shader, inclusive.
* ``MAX_CONST_BUFFERS``: Maximum number of constant buffers that can be bound