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authorshannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226>2013-02-28 23:20:20 +0000
committershannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226>2013-02-28 23:20:20 +0000
commita3ac01c869ad09c57fd2fb60e529d974eaca1b81 (patch)
tree303ff8e921f5610645cba386d8602f79a4926bc5 /extensions
parentfff89b3acb48a8dfc1d2d06482276c1f9b9a8af9 (diff)
downloadangle-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.txt27
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