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
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
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).
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).
---
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