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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>
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2 changed files with 5 additions and 5 deletions
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@ -734,7 +734,7 @@ This instruction replicates its result.
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.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
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.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
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this is the same as TXB, but uses another reg to encode the
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this is the same as TXB, but uses another reg to encode the
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lod bias value for cube map arrays and shadow cube maps.
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LOD bias value for cube map arrays and shadow cube maps.
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Presumably shadow 2d arrays and shadow 3d targets could use
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Presumably shadow 2d arrays and shadow 3d targets could use
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this encoding too, but this is not legal.
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this encoding too, but this is not legal.
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@ -799,7 +799,7 @@ This instruction replicates its result.
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.. opcode:: TXL - Texture Lookup With explicit LOD
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.. opcode:: TXL - Texture Lookup With explicit LOD
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for cube map array textures, the explicit lod value
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for cube map array textures, the explicit LOD value
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cannot be passed in src0.w, and TXL2 must be used instead.
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cannot be passed in src0.w, and TXL2 must be used instead.
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if the target is a shadow texture, the reference value is always
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if the target is a shadow texture, the reference value is always
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@ -826,7 +826,7 @@ This instruction replicates its result.
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.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
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.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
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this is the same as TXL, but uses another reg to encode the
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this is the same as TXL, but uses another reg to encode the
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explicit lod value.
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explicit LOD value.
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Presumably shadow 3d / 2d array / cube targets could use
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Presumably shadow 3d / 2d array / cube targets could use
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this encoding too, but this is not legal.
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this encoding too, but this is not legal.
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@ -997,7 +997,7 @@ XXX doesn't look like most of the opcodes really belong here.
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Compute the LOD information that the texture pipe would use to access the
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Compute the LOD information that the texture pipe would use to access the
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texture. The Y component contains the computed LOD lambda_prime. The X
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texture. The Y component contains the computed LOD lambda_prime. The X
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component contains the LOD that will be accessed, based on min/max lod's
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component contains the LOD that will be accessed, based on min/max LODs
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and mipmap filters.
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and mipmap filters.
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.. math::
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.. math::
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@ -724,7 +724,7 @@ Bug fixes:
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- incomplete texture objects could cause a segfault
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- incomplete texture objects could cause a segfault
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- glDrawPixels with GL_COMPILE_AND_EXECUTE caused infinite loop
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- glDrawPixels with GL_COMPILE_AND_EXECUTE caused infinite loop
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- flat-shaded quads in a strip were miscolored if clipped
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- flat-shaded quads in a strip were miscolored if clipped
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- mipmapped triangle lod computation now works correctly
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- mipmapped triangle LOD computation now works correctly
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- fixed a few under/overflow bugs in triangle rasterizer
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- fixed a few under/overflow bugs in triangle rasterizer
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- glArrayElement() assigned bad normal if normal array disabled
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- glArrayElement() assigned bad normal if normal array disabled
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- changed argument to glXReleaseBuffersMESA()
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- changed argument to glXReleaseBuffersMESA()
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