On Tue, 2009-07-28 at 17:36 +0200, Michał Król wrote: > José Fonseca pisze: > > On Tue, 2009-07-28 at 08:09 -0700, Michał Król wrote: > > > >> José Fonseca pisze: > >> > >>> I found one other problem in the way we use 4 x 8bit color formats: > >>> sometimes we interpret them as arithmetically coded in an unsigned (e.g > >>> src/gallium/auxiliary/util/u_tile.c when reading/writing > >>> color/depth/stencil buffers), sometimes we interpret them (e.g. > >>> src/gallium/auxiliary/translate/translate_generic.c when reading/writing > >>> vertex buffers). And these actually mean different things on > >>> little-endian architectures. > >>> > >>> > >>> > >> Some text is missing from the first sentence. I am guessing that > >> sometimes we interpret them as an array of bytes, right? > >> > > > > Right ;) > > > > > >>> I think the only viable option is to distinguish between these two kinds > >>> in the cases where it is ambiguous, like > >>> > >>> PIPE_FORMAT_R8G8B8A8_UNORM /* a | ( b << 8) | (g << 8) | (r << 24) */ > >>> PIPE_FORMAT_RGBA8_UNORM /* {r, g, b, a} */ > >>> > >>> Since there are legitimate uses in for both (color buffers, and vertex > >>> buffers). > >>> > >>> Anybody has better ideas? > >>> > >>> > >> We should go with and stick to a single convention. I don't know, maybe > >> for example this: > >> > >> A16R16G16B16 > >> > >> The format description above would indicate that we are dealing with a > >> 64-bit entity with bits being numbered from right to left. That would > >> mean the B component occupies first 16 bits (bytes 0:1), the G component > >> next 16 bits (bytes 2:3) and so on. Because there is no implied dword > >> and encoding using shifts, we could easily write some code that decodes > >> the format in a portable way across LE and BE architectures. > >> > > > > Are these semantics followed by GL? (D3D does't matter much since it is > > only used on x86 anyway). Because if not we need to choose different > > formats according to the endianness. > > > > > I don't think they follow them everywhere. But the point is we can just > look at GL spec, see the convention and try to match it to a gallium format. > > > Note also that formats like A1R5G5B5 can only be defined in terms of > > shits. Furthermore, the channel that starts from bit 0 is B, and not A > > as one would conclude from the your rule above. > > > > > Well, yes and no. Let's break A1R5G5B5 into bits using my definition. > > 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 > A R R R R R G G G G G B B B B B > > It means B is in byte 0, G in bytes 0 and 1, R and A are in byte 1. To > extract them correctly you need to use masking and shifting wisely, but > because you do it on a byte level, you are not concerned about > endianness, as endianness is about byte ordering in a word, not bit > ordering in a byte. The concept of a word does not exist here.
But if you look at it in non-native byte order, it becomes 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 G G G B B B B B A R R R R R G G So essentially it'd have to allow for disjoint ranges of bits in different bytes for any given component. Not sure that's very practical. I agree with José that formats like that should always be treated as packed, with optional non-native byte order. -- Earthling Michel Dänzer | http://www.vmware.com Libre software enthusiast | Debian, X and DRI developer ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev