On Tue, 2009-07-28 at 08:30 -0700, Brian Paul wrote:
> 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?
> > 
> >> 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.
> 
> When I've worked on this stuff in the past, the convention I was 
> following was:
> 
> IF total pixels size <= 32 bits THEN
>     Treat the pixel as a uint, ushort or ubyte where the components
>     are listed in MSB to LSB order.  Individual components are
>     accessed with bit shifts and masks.
> ELSE
>     Components are listed in "array" order and accessed as an array.
> 
> It would be consistant to use the array style everywhere but that 
> doesn't really work for a format like RGB565 or Z24S8.

This rule still leads to weird cases. For example, to express arrays of
16bits integers one would use

  PIPE_FORMAT_R16_USCALED
  PIPE_FORMAT_G16R16_USCALED  <= odd
  PIPE_FORMAT_R16G16B16_USCALED
  PIPE_FORMAT_R16G16B16A16_USCALED

> Note that this issue is similar to OpenGL's "regular" pixel types such 
> as GL_UNSIGNED_BYTE and GL_UNSIGNED_SHORT vs. the "packed" pixel types 
> such as GL_UNSIGNED_INT_8_8_8_8 and GL_UNSIGNED_SHORT_5_6_5.

Yes.

Jose


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