gallium/docs: Did somebody call for a table?

This commit is contained in:
Corbin Simpson 2010-02-02 12:44:22 -08:00
parent 3fedfc7128
commit 516e7159ae
1 changed files with 29 additions and 19 deletions

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@ -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
.. [#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.