From 797dcc04e54537996799647380e7170d6d8d4094 Mon Sep 17 00:00:00 2001 From: Corbin Simpson Date: Tue, 2 Feb 2010 17:07:26 -0800 Subject: gallium/docs: Opcode refs. There is a very real possibility that I may be enjoying this too much. --- src/gallium/docs/source/tgsi.rst | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'src/gallium/docs/source') 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. -- cgit v1.2.3