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 ------------------------------------------------------------------------------ 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