diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/gallium/docs/source/tgsi.rst | 48 | 
1 files changed, 29 insertions, 19 deletions
| diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 17fe76ea54..5b0da6b4d7 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -1449,24 +1449,34 @@ 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 convensions are shown as well:: +For reference, OpenGL and Direct3D convensions are shown as well. -  Texture Components  Gallium       OpenGL        DX9 -  --------------------------------------------------------- -  R,G,B,A             (R,G,B,A)     (R,G,B,A)     (R,G,B,A) -  R,G,B               (R,G,B,1)     (R,G,B,1)     (R,G,B,1) -  R,G                 tbd           (R,G,0,1)     (R,G,1,1) -  R                   tbd           (R,0,0,1)     (R,1,1,1) -  A                   (0,0,0,A)     (0,0,0,A)     (0,0,0,A) -  L                   (L,L,L,1)     (L,L,L,1)     (L,L,L,1) -  LA                  (L,L,L,A)     (L,L,L,A)     (L,L,L,A) -  I                   (I,I,I,I)     (I,I,I,I)     n/a -  UV                  tbd           (0,0,0,1)*    (U,V,1,1) -  Z                   tbd           (Z,Z,Z,Z) or  (0,Z,0,1) -                                    (Z,Z,Z,1) or -                                    (0,0,0,Z)** ++--------------------+--------------+--------------------+--------------+ +| Texture Components | Gallium      | OpenGL             | Direct3D 9   | ++====================+==============+====================+==============+ +| R                  | XXX TBD      | (r, 0, 0, 1)       | (r, 1, 1, 1) | ++--------------------+--------------+--------------------+--------------+ +| RG                 | XXX TBD      | (r, g, 0, 1)       | (r, g, 1, 1) | ++--------------------+--------------+--------------------+--------------+ +| RGB                | (r, g, b, 1) | (r, g, b, 1)       | (r, g, b, 1) | ++--------------------+--------------+--------------------+--------------+ +| RGBA               | (r, g, b, a) | (r, g, b, a)       | (r, g, b, a) | ++--------------------+--------------+--------------------+--------------+ +| A                  | (0, 0, 0, a) | (0, 0, 0, a)       | (0, 0, 0, a) | ++--------------------+--------------+--------------------+--------------+ +| L                  | (l, l, l, 1) | (l, l, l, 1)       | (l, l, l, 1) | ++--------------------+--------------+--------------------+--------------+ +| LA                 | (l, l, l, a) | (l, l, l, a)       | (l, l, l, a) | ++--------------------+--------------+--------------------+--------------+ +| I                  | (i, i, i, i) | (i, i, i, i)       | N/A          | ++--------------------+--------------+--------------------+--------------+ +| UV                 | XXX TBD      | (0, 0, 0, 1)       | (u, v, 1, 1) | +|                    |              | [#envmap-bumpmap]_ |              | ++--------------------+--------------+--------------------+--------------+ +| Z                  | XXX TBD      | (z, z, z, z)       | (0, z, 0, 1) | +|                    |              | [#depth-tex-mode]_ |              | ++--------------------+--------------+--------------------+--------------+ -  Footnotes: -  * per http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt -  ** depends on GL_DEPTH_TEXTURE_MODE state - 
\ No newline at end of file +.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt +.. [#depth-tex-mode] Z may be (z, z, z, 1) or (0, 0, 0, z) also; it changes +   depending on GL_DEPTH_TEXTURE_MODE state. | 
