Re: [Mesa-dev] [PATCH] gallium: add new LOD opcode

2017-09-28 Thread Roland Scheidegger
Am 28.09.2017 um 15:43 schrieb Jose Fonseca: > On 28/09/17 02:46, srol...@vmware.com wrote: >> From: Roland Scheidegger >> >> The operation performed is all the same as LODQ, but with the usual >> differences between dx10 and GL texture opcodes, that is separate >> resource >> and sampler indices

Re: [Mesa-dev] [PATCH] gallium: add new LOD opcode

2017-09-28 Thread Marek Olšák
On Thu, Sep 28, 2017 at 3:43 PM, Jose Fonseca wrote: > On 28/09/17 02:46, srol...@vmware.com wrote: >> >> From: Roland Scheidegger >> >> The operation performed is all the same as LODQ, but with the usual >> differences between dx10 and GL texture opcodes, that is separate resource >> and sampler

Re: [Mesa-dev] [PATCH] gallium: add new LOD opcode

2017-09-28 Thread Nicolai Hähnle
On 28.09.2017 03:46, srol...@vmware.com wrote: From: Roland Scheidegger The operation performed is all the same as LODQ, but with the usual differences between dx10 and GL texture opcodes, that is separate resource and sampler indices (plus result swizzling, and setting z/w channels to zero).

Re: [Mesa-dev] [PATCH] gallium: add new LOD opcode

2017-09-28 Thread Jose Fonseca
On 28/09/17 02:46, srol...@vmware.com wrote: From: Roland Scheidegger The operation performed is all the same as LODQ, but with the usual differences between dx10 and GL texture opcodes, that is separate resource and sampler indices (plus result swizzling, and setting z/w channels to zero). ---

[Mesa-dev] [PATCH] gallium: add new LOD opcode

2017-09-27 Thread sroland
From: Roland Scheidegger The operation performed is all the same as LODQ, but with the usual differences between dx10 and GL texture opcodes, that is separate resource and sampler indices (plus result swizzling, and setting z/w channels to zero). --- src/gallium/auxiliary/gallivm/lp_bld_tgsi_soa