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authorCorbin Simpson <MostAwesomeDude@gmail.com>2010-02-02 17:07:26 -0800
committerCorbin Simpson <MostAwesomeDude@gmail.com>2010-02-02 17:07:26 -0800
commit797dcc04e54537996799647380e7170d6d8d4094 (patch)
tree0dd69a290639c526e66db8f91203c55973f124d4 /src/gallium/docs/source
parent17c2a4476131d46babf3dffcc3906271f38c0ef2 (diff)
gallium/docs: Opcode refs.
There is a very real possibility that I may be enjoying this too much.
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r--src/gallium/docs/source/tgsi.rst9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 380fa4704c..5478d86667 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -1437,9 +1437,10 @@ DirectX 10 uses HALF_INTEGER.
Texture Sampling and Texture Formats
------------------------------------
-This table shows how texture image components are returned as (x,y,z,w)
-tuples by TGSI texture instructions, such as TEX, TXD, and TXP.
-For reference, OpenGL and Direct3D conventions are shown as well.
+This table shows how texture image components are returned as (x,y,z,w) tuples
+by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
+:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
+well.
+--------------------+--------------+--------------------+--------------+
| Texture Components | Gallium | OpenGL | Direct3D 9 |
@@ -1469,4 +1470,4 @@ For reference, OpenGL and Direct3D conventions are shown as well.
.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
- or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.
+ or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.