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-rw-r--r--src/gallium/docs/source/tgsi.rst9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 380fa4704c4..5478d866678 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -1437,9 +1437,10 @@ DirectX 10 uses HALF_INTEGER.
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 conventions are shown as well.
+This table shows how texture image components are returned as (x,y,z,w) tuples
+by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
+:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
+well.
+--------------------+--------------+--------------------+--------------+
| Texture Components | Gallium | OpenGL | Direct3D 9 |
@@ -1469,4 +1470,4 @@ For reference, OpenGL and Direct3D conventions are shown as well.
.. [#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.
+ or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.