Mesa (gallium-float-1111-format): gallium/docs: Resolve texture conventions for R and RG formats.

Michał Król michal at kemper.freedesktop.org
Fri Feb 12 14:03:32 UTC 2010


Module: Mesa
Branch: gallium-float-1111-format
Commit: b35068e3cec6f61bddd0a8d51b834cf1394da369
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=b35068e3cec6f61bddd0a8d51b834cf1394da369

Author: Michal Krol <michal at vmware.com>
Date:   Fri Feb 12 15:02:32 2010 +0100

gallium/docs: Resolve texture conventions for R and RG formats.

---

 src/gallium/docs/source/tgsi.rst |    6 ++++--
 1 files changed, 4 insertions(+), 2 deletions(-)

diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index c292cd3..1af0c16 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -1471,9 +1471,9 @@ well.
 +--------------------+--------------+--------------------+--------------+
 | Texture Components | Gallium      | OpenGL             | Direct3D 9   |
 +====================+==============+====================+==============+
-| R                  | XXX TBD      | (r, 0, 0, 1)       | (r, 1, 1, 1) |
+| R                  | (r, 0, 0, 1)*| (r, 0, 0, 1)       | (r, 1, 1, 1) |
 +--------------------+--------------+--------------------+--------------+
-| RG                 | XXX TBD      | (r, g, 0, 1)       | (r, g, 1, 1) |
+| RG                 | (r, g, 0, 1)*| (r, g, 0, 1)       | (r, g, 1, 1) |
 +--------------------+--------------+--------------------+--------------+
 | RGB                | (r, g, b, 1) | (r, g, b, 1)       | (r, g, b, 1) |
 +--------------------+--------------+--------------------+--------------+
@@ -1494,6 +1494,8 @@ well.
 |                    |              | [#depth-tex-mode]_ |              |
 +--------------------+--------------+--------------------+--------------+
 
+(*) R32_1111_FLOAT and R32G32_1111_FLOAT follow Direct3D 9 rules.
+
 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
    or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.




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