On 10-02-02 10:18 AM, Brian Paul wrote:
I've added this table to the gallium docs, with the LA format. Maybe someone else more familiar with Sphinx can fix up the formatting.
The attached patch does so, though unfortunately the latex->pdf conversion[1] does a pretty bad job on the table.
-Nathan[1] PAPER=letter make latex && make -C build/latex all-pdf && evince build/latex/Gallium.pdf
>From e277a7186d85f85ee05caa969ba408b551ae6b5f Mon Sep 17 00:00:00 2001 From: Nathan Kidd <nk...@opentext.com> Date: Tue, 2 Feb 2010 13:02:50 -0500 Subject: [PATCH] gallium/docs: format texture formats into real table This looks marginally better than preformatted text, but increases the pain involved to modify the table later: A grid table must be used to span rows (Z row), grid table cells must have whitespace around | delimiters, and all rows must be kept in sync. Thus, to add one extra character to the Z:DX9 cell you would have to modify every line in the table adding a space, -, or =, as needed. --- src/gallium/docs/source/tgsi.rst | 52 ++++++++++++++++++++++--------------- 1 files changed, 31 insertions(+), 21 deletions(-) diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 17fe76e..02f724d 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -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:: - - 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 | 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) [#]_ | | ++----------------------+--------------+--------------------+-------------+ + + .. [#] per http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt + .. [#] depends on GL_DEPTH_TEXTURE_MODE state + -- 1.6.3.3
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