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authorBrian <brian@yutani.localnet.net>2007-01-28 12:11:10 -0700
committerBrian <brian@yutani.localnet.net>2007-01-28 12:11:10 -0700
commitbbec2fdb3a9e55bc43f8a72d5d52a7eeb7bea6d0 (patch)
tree8414685d9626860e0918eccae2729fa6d7a53846 /docs/shading.html
parent513325fa32f802ffb3d3c8323ecf8216782620d3 (diff)
downloadmesa-bbec2fdb3a9e55bc43f8a72d5d52a7eeb7bea6d0.tar.gz
minor updates
Diffstat (limited to 'docs/shading.html')
-rw-r--r--docs/shading.html8
1 files changed, 4 insertions, 4 deletions
diff --git a/docs/shading.html b/docs/shading.html
index e7c63d1dd26..9c4feea371b 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -47,10 +47,10 @@ All other major features of the shading language should function.
<ul>
<li>Shading language programs are compiled into low-level programs
very similar to those of GL_ARB_vertex/fragment_program.
-<li>All float/int/bool and vector types currently occupy full
+<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
float[4] registers.
-<li>Float constants are packed so that up to four floats can occupy one
- program parameter/register.
+<li>Float constants and variables are packed so that up to four floats
+ can occupy one program parameter/register.
<li>All function calls are inlined.
<li>Shaders which use too many registers will not compile.
<li>The quality of generated code is pretty good, register usage is fair.
@@ -67,7 +67,7 @@ These issues will be addressed/resolved in the future.
<h2>Programming Hints</h2>
<ul>
-<li>Always declare <em>in</em> function parameters as <em>const</em>.
+<li>Declare <em>in</em> function parameters as <em>const</em> whenever possible.
This improves the efficiency of function inlining.
</li>
<br>