From 4778f46bb52f26f255eca87fe3d2fcc9bb71f13a Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 2 Feb 2010 08:14:40 -0700 Subject: gallium/docs: table of texture formats and (x,y,z,w) tuples returned by TEX Maybe someone can convert this into a real table instead of just preformatted text. --- src/gallium/docs/source/tgsi.rst | 29 +++++++++++++++++++++++++++++ 1 file changed, 29 insertions(+) diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 3e702ceeda..17fe76ea54 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -1441,3 +1441,32 @@ GL_ARB_fragment_coord_conventions extension. DirectX 9 uses INTEGER. 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 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)** + + 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 -- cgit v1.2.3