On Mon, 2010-02-22 at 06:34 -0800, José Fonseca wrote:
> On Sun, 2010-02-21 at 06:40 -0800, Marek Olšák wrote:
> > Hi José,
> > 
> > the attached patch fixes incorrect swizzles in u_format.csv. There are
> > basically just 2 drivers which depend on the swizzles in this table:
> > llvmpipe and r300g. Since r300g started supporting pretty much every
> > texture format except SCALED ones, a few regressions have showed up.
> > This patch resolves all issues I had, especially with the SRGB formats
> > but I decided to clean it up all. git log:
> > 
> >     util: fix swizzles in the format table for 8-bits-per-channel
> > formats
> >     
> >     The 8-bits-per-channel formats having the same channel order had
> > completely
> >     different swizzles, and at the same time, the same swizzles were
> > used for
> >     completely different channel orders of 8bpc formats.
> >     
> >     This made the whole table self-contradicting, caused headaches,
> > and last
> >     but not least, incorrent rendering for the drivers relying on
> > these swizzles.
> > 
> > I hope I got it right. I didn't make a special distinction between the
> > array and arith layouts. All I did was to make sure that if I grep
> > e.g. A8R8G8B8, I'll get the same swizzles and not entirely different
> > ones.
> 
> Hi Marek,
> 
> I'll need a bit more time to investigate this.
> 
> One problem is that the interpretation of the swizzle varies with array
> vs arith. The ordering for array is the lowest significant word to the
> highest significant word (where word for 8bit formats is a byte), where
> for arith it goes from least significant bit to the highest significant
> bit. This is the same difference as array indexation and bit shifts.
> 
> There is also the problem of byte order which affects the bit shift
> interpretation... 
> 
> I admit thet the current format description table is terribly
> underdocumented/confusing and likely broken in several ways. I wrote it
> to be able to code generate pixel format translation (which is wroking
> reasonably) and never expected people to use it for hardware drivers as
> well, although it is perfectly legitimate use. 
> 
> I have my own interpretation of these concepts, you and others hw driver
> writers have their own different interpretation. Furthermore in
> draw/translate/util modules there are some inconsistencies in these
> interpretations too. So I need to read the GL and DX10 specs very well,
> see how current drivers are using the descriptions, and come up with
> something that makes sense for everybody.
> 
> So please hold on to your patch for a couple of days.
> 
> I'd appreciate if the interested parties could take a good look to
> u_format.h comments, and summarize what they think the format semantics
> should be.
> 
> Jose


There are two inconsistencies in formats ATM: 
a) the notation used in PIPE_FORMAT_xxx, and 
b) the values in util_format_description::swizzles .


There's a D3D9 <-> D3D10 format conversion table  in 
http://msdn.microsoft.com/en-us/library/ee415668(VS.85).aspx#Porting_Content
and D3D9 <-> GL format table in
http://source.winehq.org/git/wine.git/?a=blob;f=dlls/wined3d/utils.c;hb=HEAD .

D3D10 dropped all arithmetically encoded formats, and inverted the
swizzle notation (e.g., D3DFMT_A2B10G10R10 and  DXGI_FORMAT_R10G10B10A2
are equivalent).

Gallium has to represent both kinds and mixes both notations (the
MSB->LSB notation traditionally used for texture formats, the LSB->MSB
for vertex declarations). So instead of the current inconsistencies,
both on p_format.h and u_format.csv, I suggest we all normalize on one
notation, lets say MSB->LSB for pixel/vertex formats.

For example, the vertex format

   struct vertex {
      float x; 
      float y;
   };

should be described the format PIPE_FORMAT_G32R32_FLOAT (not the current
PIPE_FORMAT_R32G32_FLOAT), which is equivalent:
- D3D9's D3DFMT_G32R32F texture format
- D3D9's D3DDECLTYPE_FLOAT2 vertex declaration type
- D3D10's DXGI_FORMAT_R32G32_FLOAT
- OpenGL's GL_RG32F format
- OpenGL's glVertexAttrib2f attribute
- OpenGL's glVertexPointer(2, GL_FLOAT, 0, 0);
- etc.


For the util_format_description::swizzles I suggest we always refer the
swizzles from LSB->MSB.


Leaving the interface change aside for now (Keith is away this week),
unless somebody has a better suggestion I'll update at least the meaning
of util_format_description::swizzles and u_format.csv to be consistent
with this.

Does everybody agree this is a sensible thing to do?


Jose


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