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author | shannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226> | 2013-02-28 23:20:20 +0000 |
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committer | shannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226> | 2013-02-28 23:20:20 +0000 |
commit | a3ac01c869ad09c57fd2fb60e529d974eaca1b81 (patch) | |
tree | 303ff8e921f5610645cba386d8602f79a4926bc5 /extensions | |
parent | fff89b3acb48a8dfc1d2d06482276c1f9b9a8af9 (diff) | |
download | angle-a3ac01c869ad09c57fd2fb60e529d974eaca1b81.tar.gz |
Updates ANGLE_depth_texture to reflect proposed changes in requirements for g and b channels.
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1967 736b8ea6-26fd-11df-bfd4-992fa37f6226
Diffstat (limited to 'extensions')
-rw-r--r-- | extensions/ANGLE_depth_texture.txt | 27 |
1 files changed, 15 insertions, 12 deletions
diff --git a/extensions/ANGLE_depth_texture.txt b/extensions/ANGLE_depth_texture.txt index 1ffc0a85..067ecc5e 100644 --- a/extensions/ANGLE_depth_texture.txt +++ b/extensions/ANGLE_depth_texture.txt @@ -9,6 +9,8 @@ Name Strings Contributors Nicolas Capens, TransGaming + Daniel Koch, TransGaming + Shannon Woods, TransGaming Kenneth Russell, Google Vangelis Kokkevis, Google Gregg Tavares, Google @@ -17,7 +19,7 @@ Contributors Contact - Daniel Koch, TransGaming (daniel 'at' transgaming.com) + Shannon Woods, TransGaming (shannon 'dot' woods 'at' transgaming.com) Status @@ -25,8 +27,8 @@ Status Version - Last Modifed Date: June 4, 2012 - Revision: #3 + Last Modified Date: February 25, 2013 + Revision: #4 Number @@ -89,7 +91,7 @@ Additions to Chapter 2 of the OpenGL ES 2.0 Specification (OpenGL Operation) If a vertex shader uses..." -Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterizatoin) +Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterization) Add the following rows to Table 3.2 (page 62): @@ -219,8 +221,7 @@ Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterizatoin) below. Otherwise, the texture unit operates in the normal manner. Let <D_t> be the depth texture value, provided by the shader's texture lookup - function. Then the effective texture value, <L_t> or <A_t> is computed - as follows: + function. Then the effective texture value is computed as follows: <Tau> = <D_t> If the texture image has a base internal format of DEPTH_STENCIL_OES, then @@ -228,10 +229,10 @@ Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterizatoin) not include a stencil index component, but includes only the depth component. - The resulting <Tau> is assigned to <L_t>. In some implementations, - <Tau> is also assigned to <A_t>. Thus in table 3.12, textures with - depth component data behave as if their base internal format is - either LUMINANCE or LUMINANCE_ALPHA." + The resulting <Tau> is assigned to <R_t>. In some implementations, <Tau> is + also assigned to <G_t>, <B_t>, or <A_t>. Thus in table 3.12, textures with + depth component data behave as if their base internal format is RGBA, with + values in <G_t>, <B_t>, and <A_t> being implementation dependent." Add the following to section 3.7.11 "Mipmap Generation": @@ -363,8 +364,8 @@ Issues RESOLVED: This extension: - does not support loading pre-baked depth stencil data via TexImage2D or TexSubImage2D. - - allows variability in w-component of the sample results from - depth textures. + - allows variability in the y-, z-, and w-components of the sample + results from depth textures. - only supports one level textures. - explicitly lists the errors for unsupported functionality. Since these were not clearly specified in the OES_depth_texture @@ -392,6 +393,8 @@ Issues Revision History + 02/25/2013 swoods revise to allow texture lookup to guarantee depth values + only in red channel of sample result. 06/04/2012 dgkoch fix errors, disallow multi-level depth textures. 05/30/2012 dgkoch minor updates and add issues. 05/23/2012 dgkoch intial revision based on OES_depth_texture and |