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author | Brian <brian@yutani.localnet.net> | 2007-01-28 12:11:10 -0700 |
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committer | Brian <brian@yutani.localnet.net> | 2007-01-28 12:11:10 -0700 |
commit | bbec2fdb3a9e55bc43f8a72d5d52a7eeb7bea6d0 (patch) | |
tree | 8414685d9626860e0918eccae2729fa6d7a53846 /docs/shading.html | |
parent | 513325fa32f802ffb3d3c8323ecf8216782620d3 (diff) | |
download | mesa-bbec2fdb3a9e55bc43f8a72d5d52a7eeb7bea6d0.tar.gz |
minor updates
Diffstat (limited to 'docs/shading.html')
-rw-r--r-- | docs/shading.html | 8 |
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> |