On Tue, 2010-02-23 at 12:27 -0800, Brian Paul wrote:
> 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.

FWIW, I'm perfectly fine standardizing in PIPE_FORMAT_R32G23_FLOAT and
LSB->MSB everywhere.

Jose


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