e67a5fe840
Tested by jsg@, matthieu@ and ajacoutot@, ok mattieu@
215 lines
8.0 KiB
Python
215 lines
8.0 KiB
Python
Name
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MESA_texture_signed_rgba
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Name Strings
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GL_MESA_texture_signed_rgba
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Contact
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Notice
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IP Status
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No known IP issues
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Status
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Version
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0.3, 2009-03-24
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Number
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Not assigned ?
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Dependencies
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Written based on the wording of the OpenGL 2.0 specification.
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This extension trivially interacts with ARB_texture_float.
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This extension shares some language with ARB_texture_compression_rgtc
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but does not depend on it.
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Overview
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OpenGL prior to 3.1 does not support any signed texture formats.
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ARB_texture_compression_rgtc introduces some compressed red and
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red_green signed formats but no uncompressed ones, which might
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still be useful. NV_texture_shader adds signed texture formats,
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but also a lot of functionality which has been superseded by fragment
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shaders.
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It is usually possible to get the same functionality
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using a unsigned format by doing scale and bias in a shader, but this
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is undesirable since modern hardware has direct support for this.
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This extension adds a signed 4-channel texture format by backporting
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the relevant features from OpenGL 3.1, as a means to support this in
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OpenGL implementations only supporting older versions.
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Issues
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1) What should this extension be called?
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RESOLVED: MESA_texture_signed_rgba seems reasonable.
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The rgba part is there because only 4 channel format is supported.
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2) Should the full set of signed formats (alpha, luminance, rgb, etc.)
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be supported?
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RESOLVED: NO. To keep this extension simple, only add the most
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universal format, rgba. alpha/luminance can't be trivially supported
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since OpenGL 3.1 does not support them any longer, and there is some
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implied dependency on ARB_texture_rg for red/red_green formats so
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avoid all this. Likewise, only 8 bits per channel is supported.
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3) Should this extension use new enums for the texture formats?
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RESOLVED: NO. Same enums as those used in OpenGL 3.1.
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4) How are signed integer values mapped to floating-point values?
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RESOLVED: Same as described in issue 5) of
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ARB_texture_compression_rgtc (quote):
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A signed 8-bit two's complement value X is computed to
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a floating-point value Xf with the formula:
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{ X / 127.0, X > -128
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Xf = {
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{ -1.0, X == -128
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This conversion means -1, 0, and +1 are all exactly representable,
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however -128 and -127 both map to -1.0. Mapping -128 to -1.0
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avoids the numerical awkwardness of have a representable value
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slightly more negative than -1.0.
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This conversion is intentionally NOT the "byte" conversion listed
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in Table 2.9 for component conversions. That conversion says:
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Xf = (2*X + 1) / 255.0
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The Table 2.9 conversion is incapable of exactly representing
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zero.
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(Difference to ARB_texture_compression_rgtc):
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This is the same mapping as OpenGL 3.1 uses.
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This is also different to what NV_texture_shader used.
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The above mapping should be considered the reference, but there
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is some leeway so other mappings are allowed for implementations which
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cannot do this. Particularly the mapping given in NV_texture_shader or
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the standard OpenGL byte/float mapping is considered acceptable too, as
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might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by
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127 (that is, uses different scale factors for negative and positive
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numbers).
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Also, it is ok to store incoming GL_BYTE user data as-is, without
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converting to GL_FLOAT (using the standard OpenGL float/byte mapping)
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and converting back (using the mapping described here).
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Other than those subtle issues there are no other non-standard
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conversions used, so when using for instance CopyTexImage2D with
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a framebuffer clamped to [0,1] all converted numbers will be in the range
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[0, 127] (and not scaled and biased).
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5) How will signed components resulting from RGBA8_SNORM texture
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fetches interact with fragment coloring?
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RESOLVED: Same as described in issue 6) of
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ARB_texture_compression_rgtc (quote):
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The specification language for this extension is silent
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about clamping behavior leaving this to the core specification
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and other extensions. The clamping or lack of clamping is left
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to the core specification and other extensions.
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For assembly program extensions supporting texture fetches
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(ARB_fragment_program, NV_fragment_program, NV_vertex_program3,
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etc.) or the OpenGL Shading Language, these signed formats will
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appear as expected with unclamped signed components as a result
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of a texture fetch instruction.
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If ARB_color_buffer_float is supported, its clamping controls
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will apply.
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NV_texture_shader extension, if supported, adds support for
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fixed-point textures with signed components and relaxed the
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fixed-function texture environment clamping appropriately. If the
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NV_texture_shader extension is supported, its specified behavior
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for the texture environment applies where intermediate values
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are clamped to [-1,1] unless stated otherwise as in the case
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of explicitly clamped to [0,1] for GL_COMBINE. or clamping the
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linear interpolation weight to [0,1] for GL_DECAL and GL_BLEND.
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Otherwise, the conventional core texture environment clamps
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incoming, intermediate, and output color components to [0,1].
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This implies that the conventional texture environment
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functionality of unextended OpenGL 1.5 or OpenGL 2.0 without
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using GLSL (and with none of the extensions referred to above)
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is unable to make proper use of the signed texture formats added
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by this extension because the conventional texture environment
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requires texture source colors to be clamped to [0,1]. Texture
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filtering of these signed formats would be still signed, but
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negative values generated post-filtering would be clamped to
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zero by the core texture environment functionality. The
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expectation is clearly that this extension would be co-implemented
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with one of the previously referred to extensions or used with
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GLSL for the new signed formats to be useful.
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6) Should the RGBA_SNORM tokens also be accepted by CopyTexImage
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functions?
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RESOLVED: YES.
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7) What to do with GetTexParameter if ARB_texture_float is supported,
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in particular what datatype should this return for TEXTURE_RED_TYPE_ARB,
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TEXTURE_GREEN_TYPE_ARB, TEXTURE_BLUE_TYPE_ARB, TEXTURE_ALPHA_TYPE_ARB?
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RESOLVED: ARB_texture_float states type is either NONE,
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UNSIGNED_NORMALIZED_ARB, or FLOAT. This extension adds a new enum,
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SIGNED_NORMALIZED, which will be returned accordingly. This is the
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same behaviour as in OpenGL 3.1.
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New Tokens
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Accepted by the <internalformat> parameter of
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TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D:
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RGBA_SNORM 0x8F93
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RGBA8_SNORM 0x8F97
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Returned by the <params> parameter of GetTexLevelParameter:
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SIGNED_NORMALIZED 0x8F9C
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Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization):
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-- Section 3.8.1, Texture Image Specification
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Add to Table 3.16 (page 154): Sized internal formats
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Sized Base R G B A L I D
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Internal Format Internal Format bits bits bits bits bits bits bits
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--------------- --------------- ---- ---- ---- ---- ---- ---- ----
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RGBA8_SNORM RGBA 8 8 8 8 0 0 0
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Dependencies on ARB_texture_float extension:
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If ARB_texture_float is supported, GetTexParameter queries with <value>
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of TEXTURE_RED_TYPE_ARB, TEXTURE_GREEN_TYPE_ARB, TEXTURE_BLUE_TYPE_ARB or
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TEXTURE_ALPHA_TYPE_ARB return SIGNED_NORMALIZED if
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the base internal format is RGBA_SNORM.
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