Keith Whitwell wrote:
> Michel Dänzer wrote:
> 
>>On Thu, 2006-09-21 at 16:29 +0100, Keith Whitwell wrote:> > OK, that's kooky. 
>> I guess I haven't got a handle on the problem yet for > bigEndian, it may be 
>>that there's another conversion needed on the back end.
>>It could also be that there's now a mismatch between this code and 
>>thedriver...
> 
> 
> There should be no net change as a result of this work, so there 
> shouldn't be any need to change the driver.   That's how it's worked on 
> littleEndian, anyway.
> 
> I found one obvious bug which I'll commit, but I'm thinking I'll have to 
> disable this path on bigEndian until someone can explain to me:
> 
> 1) How bigEndian affects how we interpret source data relative to its 
> format and type.

Tables 3.9-3.11 of the GL spec show how the components in a packed 
type are layed out.  That should be unambiguous.


> 2) How bigEndian affects how we layout hardware texture formats.
> 
> It doesn't help that the mesa texture format structs don't really 
> specify the format -- they give a few details but they don't tie the 
> structure down so it means you have to peer into the implementations of 
> the fetch and store functions, or guess from the name to figure out what 
> it really means.

The comments/table in texformat.h shows how components are layed out 
assuming that texels are treated as words (i.e. a 32-bit texel has 4 
components).  Do we need more than that?


> Hence you end up with things like "rgb" and "rgb888" having apparently 
> different component ordering, for instance.

In that particular case, 'rgb888' always has 8-bit components packed 
in a particular order while the 'rgb' format may have 8, 16 or 32-bit 
components depending on how Mesa's compiled.  Furthermore, the 
non-packed formats like MESA_TEXFORMAT_RGB and 
MESA_TEXFORMAT_LUMINANCE_ALPHA are never treated as packed types but 
as arrays of components.

-Brian

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