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.
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@@ -1441,3 +1441,32 @@ GL_ARB_fragment_coord_conventions extension.
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DirectX 9 uses INTEGER.
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DirectX 10 uses HALF_INTEGER.
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Texture Sampling and Texture Formats
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------------------------------------
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This table shows how texture image components are returned as (x,y,z,w)
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tuples by TGSI texture instructions, such as TEX, TXD, and TXP.
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For reference, OpenGL and Direct3D convensions are shown as well::
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Texture Components Gallium OpenGL DX9
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---------------------------------------------------------
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R,G,B,A (R,G,B,A) (R,G,B,A) (R,G,B,A)
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R,G,B (R,G,B,1) (R,G,B,1) (R,G,B,1)
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R,G tbd (R,G,0,1) (R,G,1,1)
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R tbd (R,0,0,1) (R,1,1,1)
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A (0,0,0,A) (0,0,0,A) (0,0,0,A)
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L (L,L,L,1) (L,L,L,1) (L,L,L,1)
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LA (L,L,L,A) (L,L,L,A) (L,L,L,A)
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I (I,I,I,I) (I,I,I,I) n/a
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UV tbd (0,0,0,1)* (U,V,1,1)
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Z tbd (Z,Z,Z,Z) or (0,Z,0,1)
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(Z,Z,Z,1) or
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(0,0,0,Z)**
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Footnotes:
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* per http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
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** depends on GL_DEPTH_TEXTURE_MODE state
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