On Wed, 2010-01-06 at 15:18 +0000, Keith Whitwell wrote: > On Wed, 2010-01-06 at 07:13 -0800, José Fonseca wrote: > > On Wed, 2010-01-06 at 06:51 -0800, Michel Dänzer wrote: > > > On Wed, 2010-01-06 at 14:32 +0000, José Fonseca wrote: > > > > On Wed, 2010-01-06 at 06:23 -0800, Michel Dänzer wrote: > > > > > On Wed, 2010-01-06 at 14:03 +0000, José Fonseca wrote: > > > > > > On Tue, 2010-01-05 at 23:36 -0800, michal wrote: > > > > > > > michal wrote on 2010-01-06 07:58: > > > > > > > > michal wrote on 2009-12-22 10:00: > > > > > > > > > > > > > > > >> Marek Olšák wrote on 2009-12-22 08:40: > > > > > > > >> > > > > > > > >> > > > > > > > >>> Hi, > > > > > > > >>> > > > > > > > >>> I noticed that gallium/auxiliary/util/u_format.csv contains > > > > > > > >>> some weird > > > > > > > >>> swizzling, for example see this: > > > > > > > >>> > > > > > > > >>> $ grep zyxw u_format.csv > > > > > > > >>> PIPE_FORMAT_A8R8G8B8_UNORM , arith , 1, 1, un8 , un8 , > > > > > > > >>> un8 , > > > > > > > >>> un8 , zyxw, rgb > > > > > > > >>> PIPE_FORMAT_A1R5G5B5_UNORM , arith , 1, 1, un5 , un5 , > > > > > > > >>> un5 , > > > > > > > >>> un1 , zyxw, rgb > > > > > > > >>> PIPE_FORMAT_A4R4G4B4_UNORM , arith , 1, 1, un4 , un4 , > > > > > > > >>> un4 , > > > > > > > >>> un4 , zyxw, rgb > > > > > > > >>> PIPE_FORMAT_A8B8G8R8_SNORM , arith , 1, 1, sn8 , sn8 , > > > > > > > >>> sn8 , > > > > > > > >>> sn8 , zyxw, rgb > > > > > > > >>> PIPE_FORMAT_B8G8R8A8_SRGB , arith , 1, 1, u8 , u8 , > > > > > > > >>> u8 , u8 > > > > > > > >>> , zyxw, srgb > > > > > > > >>> > > > > > > > >>> It's hard to believe that ARGB, ABGR, and BGRA have the same > > > > > > > >>> swizzling. Let's continue our journey: > > > > > > > >>> > > > > > > > >>> $ grep A8R8G8B8 u_format.csv > > > > > > > >>> PIPE_FORMAT_A8R8G8B8_UNORM , arith , 1, 1, un8 , un8 , > > > > > > > >>> un8 , > > > > > > > >>> un8 , zyxw, rgb > > > > > > > >>> PIPE_FORMAT_A8R8G8B8_SRGB , arith , 1, 1, u8 , u8 , > > > > > > > >>> u8 , > > > > > > > >>> u8 , wxyz, srgb > > > > > > > >>> > > > > > > > >>> Same formats, different swizzling? Also: > > > > > > > >>> > > > > > > > >>> $ grep B8G8R8A8 u_format.csv > > > > > > > >>> PIPE_FORMAT_B8G8R8A8_UNORM , arith , 1, 1, un8 , un8 , > > > > > > > >>> un8 , > > > > > > > >>> un8 , yzwx, rgb > > > > > > > >>> PIPE_FORMAT_B8G8R8A8_SRGB , arith , 1, 1, u8 , u8 , > > > > > > > >>> u8 , > > > > > > > >>> u8 , zyxw, srgb > > > > > > > >>> > > > > > > > >>> Same formats, different swizzling? I don't really get it. And > > > > > > > >>> there's > > > > > > > >>> much more cases like these. Could someone tell me what the > > > > > > > >>> intended > > > > > > > >>> order of channels should be? (or possibly propose a fix) The > > > > > > > >>> meaning > > > > > > > >>> of the whole table is self-contradictory and it's definitely > > > > > > > >>> the > > > > > > > >>> source of some r300g bugs. > > > > > > > >>> > > > > > > > >>> > > > > > > > >>> > > > > > > > >> Marek, > > > > > > > >> > > > > > > > >> Yes, that seems like a defect. The format swizzle field tells > > > > > > > >> us how to > > > > > > > >> "swizzle" the incoming pixel so that its components are > > > > > > > >> ordered in some > > > > > > > >> predefined order. For RGB and SRGB colorspaces the order is R, > > > > > > > >> G, B and > > > > > > > >> A. For depth-stencil, ie. ZS color space the order is Z and > > > > > > > >> then S. > > > > > > > >> > > > > > > > >> I will have a look at this. > > > > > > > >> > > > > > > > >> > > > > > > > > Marek, Jose, > > > > > > > > > > > > > > > > Can you review the attached patch? > > > > > > > > > > > > > > > > > > > > > > Ouch, it looks like we will have to leave 24-bit (s)rgb formats > > > > > > > with > > > > > > > array layout as the current code generator will bite us on big > > > > > > > endian > > > > > > > platforms. Attached an updated patch. > > > > > > > > > > > > Why are you changing the layout from array to arith? Please leave > > > > > > that > > > > > > alone. > > > > > > > > > > > > Yes, the code generator needs a big_ending -> little endian call to > > > > > > be > > > > > > correct on big endian platforms, as gallium formats should always be > > > > > > thougth of in little endian terms, just like most hardware is. > > > > > > > > > > Actually, 'array' formats should be endianness neutral, > > > > > > > > Yep. > > > > > > > > > and IMO 'arith' formats should be defined in the CPU endianness. > > > > > > > > I originally thought that too, but Keith convinced me that "gallium is a > > > > hardware abstraction, and all 3d hardware is little endian, therefore > > > > gallium formats should be always in little endian." > > > > > > Then there probably should be no 'arith' formats, at least not when the > > > components consist of an integer number of bytes. > > > > Yes, that's probably the best. > > > > > > > Though as discussed > > > > > before, having 'reversed' formats defined in the other endianness as > > > > > well might be useful. Drivers which can work on setups where the CPU > > > > > endianness doesn't match the GPU endianness should possibly only use > > > > > 'array' formats, but then there might need to be some kind of mapping > > > > > between the two kinds of formats somewhere, maybe in the state > > > > > trackers > > > > > or an auxiliary module... > > > > > > > > Basically a developer implementing a pipe drivers for a hardware should > > > > not have to worry about CPU endianness. If a graphics API define formats > > > > in terms of the native CPU endianness then the state tracker will have > > > > to do the translation. > > > > > > That's more or less what I meant in my last sentence above. Hopefully > > > it'll be possible to share this between state trackers at least to some > > > degree via an auxiliary module or so. At least OpenGL and X11 define > > > (some) formats in CPU endianness. > > > > OK. We agree then. > > > > I don't know how you envision this auxiliary functionality. I don't > > think it is actually necessary to define a bunch of PIPE_FORMAT_xxxx_REV > > formats, given that no hardware will ever support them. Instead code > > generate a variation of u_format_access.py which reads formats in native > > endianness should suffice. That is > > > > void > > util_format_read_4f_native(...); > > > > void > > util_format_write_4f_native(...); > > > > void > > util_format_read_4ub_native(...); > > > > void > > util_format_write_4ub_native(...); > > > > Plus code generate one extra function that just does endianess > > translation, without pixel unpacking/packing. > > > > util_format_byte_swap(...) > > > > I believe this should give all functionality a statetracker might need. > > What do you think? > > > > Jose > > > > This is potentially a lot of data we're translating - all incoming > vertex data, for instance. I'd be interested to know more about what > really happens on big-endian systems with various graphics cards outside > of gallium -- are they really doing this level of translation?
For vertex data, the Radeon drivers are using hardware vertex fetcher byte-swapping support. (Unfortunately, that doesn't have any effect if the vertex data is in VRAM...) Texture data is byte-swapped by the CPU as necessary. > I don't claim that no GPU is big or little endian internally -- just > that they definitely all have the capability to read/write little-endian > formats at wire speed. > > But is it really true that they do not have that capability for > big-endian data? In theory yes, but in practice there are various quirks to the byte-swapping bits which make most of them mostly useless at least on R300 generation hardware. -- Earthling Michel Dänzer | http://www.vmware.com Libre software enthusiast | Debian, X and DRI developer ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev