Difference between revisions of "NV2A/Surface Formats"
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== Texture formats == | == Texture formats == | ||
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| + | * [http://download.nvidia.com/developer/OpenGL_Texture_Formats/nv_ogl_texture_formats.pdf List of implemented texture formats, according to NVIDIA] | ||
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| + | === Texture decoding / sampling === | ||
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| + | The textures are sampled by the texture shader portion of [[NV2A/Pixel_Combiner]]. | ||
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| + | ==== Texture signedness ==== | ||
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| + | 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}}. | ||
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| + | ==== Texture filtering ==== | ||
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| + | 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}}. | ||
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== Framebuffer formats == | == Framebuffer formats == | ||
[[Category:NV2A]] | [[Category:NV2A]] | ||
Revision as of 22:12, 25 June 2019
Contents
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].