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
-
\ No newline at end of file
+For reference, OpenGL and Direct3D convensions are shown as well.
+
++--------------------+--------------+--------------------+--------------+
+| 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]_ | |
++--------------------+--------------+--------------------+--------------+
+
+.. [#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.