summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
authorWladimir J. van der Laan <laanwj@gmail.com>2013-02-23 19:31:43 +0100
committerWladimir J. van der Laan <laanwj@gmail.com>2013-02-23 19:31:43 +0100
commit1634b9003c4702840a2faa9e67c07336eff1b659 (patch)
treecd0ae3a283952983624203224f4778169e757766 /doc
parentf07aa6ed6f85bec0adcc97267d69a6e3106ab4b8 (diff)
etna_pipe: add displacement mapping demo
Diffstat (limited to 'doc')
-rw-r--r--doc/hardware.md20
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
+