docs: lod -> LOD

While we're at it, fix a few cases of incorrect usage of apostrophes.

Acked-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9946>
This commit is contained in:
Erik Faye-Lund 2021-02-03 11:59:34 +01:00 committed by Marge Bot
parent 2988729d1b
commit bd6dbbecb4
2 changed files with 5 additions and 5 deletions

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@ -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::

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@ -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()