gallium/docs: Did somebody call for a table?
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@ -1449,24 +1449,34 @@ Texture Sampling and Texture Formats
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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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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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+--------------------+--------------+--------------------+--------------+
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| Texture Components | Gallium | OpenGL | Direct3D 9 |
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+====================+==============+====================+==============+
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| R | XXX TBD | (r, 0, 0, 1) | (r, 1, 1, 1) |
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+--------------------+--------------+--------------------+--------------+
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| RG | XXX TBD | (r, g, 0, 1) | (r, g, 1, 1) |
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+--------------------+--------------+--------------------+--------------+
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| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
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+--------------------+--------------+--------------------+--------------+
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| RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
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+--------------------+--------------+--------------------+--------------+
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| A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
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+--------------------+--------------+--------------------+--------------+
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| L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
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+--------------------+--------------+--------------------+--------------+
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| LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
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+--------------------+--------------+--------------------+--------------+
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| I | (i, i, i, i) | (i, i, i, i) | N/A |
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+--------------------+--------------+--------------------+--------------+
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| UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
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| | | [#envmap-bumpmap]_ | |
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+--------------------+--------------+--------------------+--------------+
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| Z | XXX TBD | (z, z, z, z) | (0, z, 0, 1) |
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| | | [#depth-tex-mode]_ | |
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+--------------------+--------------+--------------------+--------------+
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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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.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
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.. [#depth-tex-mode] Z may be (z, z, z, 1) or (0, 0, 0, z) also; it changes
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depending on GL_DEPTH_TEXTURE_MODE state.
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