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.
This commit is contained in:
Brian Paul
2010-02-02 08:14:40 -07:00
parent 4fea39721d
commit 4778f46bb5

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@@ -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