Difference between revisions of "NV2A/Surface Formats"

From xboxdevwiki
Jump to: navigation, search
(Add link to NV texture fomat list, and XQEMU links for signedness and convolution)
Line 2: Line 2:
  
 
== Texture formats ==
 
== Texture formats ==
 +
 +
* [http://download.nvidia.com/developer/OpenGL_Texture_Formats/nv_ogl_texture_formats.pdf List of implemented texture formats, according to NVIDIA]
 +
 +
=== Texture decoding / sampling ===
 +
 +
The textures are sampled by the texture shader portion of [[NV2A/Pixel_Combiner]].
 +
 +
==== Texture signedness ====
 +
 +
Each component of the texture can be either signed (two's-complement) or unsigned.[https://github.com/xqemu/xqemu/issues/75]{{FIXME|reason=Research and collect information here}}.
 +
 +
==== Texture filtering ====
 +
 +
The GPU implements the standard texture filters as known from OpenGL.
 +
In addition, it supports convolution filters[https://github.com/xqemu/xqemu/issues/238]{{FIXME|reason=Research and collect information here}}.
 +
 
== Framebuffer formats ==
 
== Framebuffer formats ==
  
 
[[Category:NV2A]]
 
[[Category:NV2A]]

Revision as of 22:12, 25 June 2019


Texture formats

Texture decoding / sampling

The textures are sampled by the texture shader portion of NV2A/Pixel_Combiner.

Texture signedness

Each component of the texture can be either signed (two's-complement) or unsigned.[1][FIXME].

Texture filtering

The GPU implements the standard texture filters as known from OpenGL. In addition, it supports convolution filters[2][FIXME].

Framebuffer formats