Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats.
A while back I started a table comparing OpenGL to D3D: texture components OpenGL D3D ----------------------------------------------- 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 (R,G,0,1) (R,G,1,1) R (R,0,0,1) (R,1,1,1) A (0,0,0,A) (0,0,0,A) L (L,L,L,1) (L,?,?,1) (probably L,L,L,1) I (I,I,I,I) (?,?,?,?) UV (0,0,0,1)* (U,V,1,1) Z (Z,Z,Z,Z) or (0,Z,0,1) (Z,Z,Z,1) or (0,0,0,Z)** other formats? ... ... * per http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt ** depends on GL_DEPTH_TEXTURE_MODE state For OpenGL, see page 141 of the OpenGL 3.1 spec. For D3D, see http://msdn.microsoft.com/en-us/library/ee422472(VS.85).aspx We should first add a column to the above table for Gallium and then decide whether to implement swizzling (and GL_DEPTH_TEXTURE_MODE) with extra GPU instructions or new texture/sampler swizzle state. -Brian ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev