Presumably shadow 2d arrays and shadow 3d targets could use
this encoding too, but this is not legal.
- shadow cube map arrays are neither possible nor required.
+ if the target is a shadow cube map array, the reference value is in
+ src1.y.
.. math::
Presumably shadow 3d / 2d array / cube targets could use
this encoding too, but this is not legal.
- shadow cube map arrays are neither possible nor required.
+ if the target is a shadow cube map array, the reference value is in
+ src1.y.
.. math::
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
+ NOTE: no driver has implemented this opcode yet (and no gallium frontend
emits it). This information is subject to change.
.. opcode:: SAMPLE_INFO
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
+ NOTE: no driver has implemented this opcode yet (and no gallium frontend
emits it). This information is subject to change.
.. opcode:: LOD - level of detail
``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.
+TGSI_SEMANTIC_VIEWPORT_MASK
+"""""""""""""""""""""""""""
+
+A bit mask of viewports to broadcast the current primitive to. See
+GL_NV_viewport_array2 for more details.
+
+
TGSI_SEMANTIC_TESS_DEFAULT_OUTER_LEVEL
""""""""""""""""""""""""""""""""""""""
that have failed the depth/stencil tests. This is only valid when
FS_EARLY_DEPTH_STENCIL is also specified.
+LAYER_VIEWPORT_RELATIVE
+"""""""""""""""""""""""
+
+When enabled, the TGSI_SEMATNIC_LAYER output value is relative to the
+current viewport. This is especially useful in conjunction with
+TGSI_SEMANTIC_VIEWPORT_MASK.
+
Texture Sampling and Texture Formats
------------------------------------