José Fonseca wrote:
> 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?

It feels a little unnatural that an XY vertex format would be 
described by PIPE_FORMAT_G32R32_FLOAT, but if that makes things more 
consistant I can live with it.

I think the priority is to have consistency.

-Brian

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