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author | Wladimir J. van der Laan <laanwj@gmail.com> | 2013-02-23 19:31:43 +0100 |
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committer | Wladimir J. van der Laan <laanwj@gmail.com> | 2013-02-23 19:31:43 +0100 |
commit | 1634b9003c4702840a2faa9e67c07336eff1b659 (patch) | |
tree | cd0ae3a283952983624203224f4778169e757766 /doc | |
parent | f07aa6ed6f85bec0adcc97267d69a6e3106ab4b8 (diff) |
etna_pipe: add displacement mapping demo
Diffstat (limited to 'doc')
-rw-r--r-- | doc/hardware.md | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/doc/hardware.md b/doc/hardware.md index e315b26..6ce973c 100644 --- a/doc/hardware.md +++ b/doc/hardware.md @@ -461,3 +461,23 @@ When rendering points (PRIMITIVE_TYPE_POINTS) there are some differences: - `rasterizer.point_size_per_vertex` affects number of vs outputs (just like MSAA!). +- Distinction between sprite coordinate origin `UPPER_LEFT` / `LOWER_LEFT` is implemented by adding + a 1.0-y instruction when glPointCoord is used. XXX figure out what is the default. + +Vertex texture fetch +-------------------- + +Vertex samplers live in the same space as fragment samplers. The blob uses a fixed mapping: +sampler 0..7 are used as fragment samplers and 8..11 are used as vertex samplers. + +The shaders themselves refer to the absolute shader number; so tex8 is the first texture unit used in a +vertex shader. + +XXX maybe figure out if the sampler units are shared between fragment and vertex shaders and thus interchangeable. This is + not important for GL/Gallium because it already lives with the assumption that vertex and fragment shaders + are distinct. + +XXX figure out which texture filtering options are allowed for vertex texture fetch + +XXX figure out wether normal texture2D works or that texture2DLod is needed + |