[Mesa-dev] [PATCH] st/mesa: optionally apply texture swizzle to border color

Christoph Bumiller e0425955 at student.tuwien.ac.at
Sun Apr 14 05:33:37 PDT 2013


On 14.04.2013 13:44, Jose Fonseca wrote:
> ----- Original Message -----
>> From: Christoph Bumiller <christoph.bumiller at speed.at>
>>
>> This is the only sane solution for nv50 and nvc0 (really, trust me),
>> but since on other hardware the border colour is tightly coupled with
>> texture state they'd have to undo the swizzle, so I've added a cap.
>>
>> The name of the cap could be changed to be more descriptive, like
>> PIPE_CAP_TEXTURE_SWIZZLE_AFFECTS_BORDER_COLOR.
> Yes, please.
>  
>> The dependency of update_sampler on the texture updates was
>> introduced to avoid doing the apply_depthmode to the swizzle twice.
>>
>> More detailed explanation of driver situation:
>>
>> No, really, don't suggest doing this in the driver. The driver has
>> elegantly separated texture view and sampler states (which are each
>> a structure in a table in VRAM and should not be updated to avoid
>> performance loss), and table are bound to the independent (!) 
> I wonder if this is modeled after D3D10, where sampler state is independent from resource view state. Though as far as I known, D3D10's interpretation of texture border color does not depend on the swizzle...
>
>> texture
>> and sampler slots in shaders which must be separately indexable
>> indirectly).
>> So, if I was to do this in the driver, I'd have to add separate sampler
>> state object instances for each texture view with appropriately swizzled
>> border color, and there's only 16 slots, so I'd be limited to 4 texture
>> units.
>> Not to mention the sheer insanity, ugliness and emotional pain incurred
>> when writing that code when it COULD be so easy and simple in the state
>> tracker where you know that textures and samplers are tightly coupled,
>> while in gallium I cannot assume that to be the case.
> You wouldn't really need to create all state combinations: if you known that textures and samplers are tightly coupled, then caching the actually used combinations will get you exactly the same behavior, without losing performance or generality.  But granted, this would require more effort.

The emphasize being on "IF I knew" (that they're tighly coupled). If I
did, I could switch to linked mode where the card automatically uses the
view index as sampler index, ignoring the actual sampler index, and
validate them together.
However, that only applies to 3D, not to COMPUTE (which means that GL
compute shaders will still have the problem), and I'd have to support
both variants for state trackers that do not allow the coupling, and we
need a way for the state tracker to actually tell us what it wants. All
that makes it even quirkier.

> Also please spare a thought for other state trackers -- and I'm not even talking about a potential D3D10 state tracker for which your driver would be unusable --, even inside Mesa: it seems like src/gallium/state_trackers/vega uses both texture border and swizzle, probably vl state tracker too, so your driver will be busted on those state trackers. These need to be

It already is busted. It's also busted on r600 where making border color
+ swizzle work properly isn't even POSSIBLE (according to the radeon guys).

Maybe not for vega, it doesn't use a permutational swizzle, it just sets
components to PIPE_SWIZZLE_ONE, and incidentally the ZERO/ONE swizzles
do affect the border color. As far as I can tell, it looks something
like this (if you're interested; the exact behaviour seems not supposed
to be made use of):

===
In the format description (including swizzle), each color component of
RGBA (as seen by the shader) gets mapped a memory component
{C0,C1,C2,C3} or {ZERO,ONE_INT,ONE_FLOAT}.

When a memory (!) component (Cx) is first encountered when going through
RGBA, it is assigned the SAMPLER_BORDER_COLOR component value for that
component, and if the memory component is encountered again (because of
swizzle), that same value will be used.

So, assuming memory format RGBA and the swizzle 1RBG:
R = ONE
G = C0
B = C2
A = C1
the border colour will be SAMPLER_BORDER_COLOR.1GBA.

The resulting border colour with swizzle applied to the sampler would be
(lowercase being user values):
R=1
G=r
B=b
A=g

resulting in 1rbg, which works out.
===

>  updated -- maybe the burden of considering this state can be lifted onto some helper functinons -- if not, these state trackers should at least be updated to abort/warn when the cap is set. 
>
> But I'm not really objecting -- as texture border seems fundamentally quirky state.  But before proceeding with this I'd like us to consider another texture border quirk while we are at it.
>
> The other quirk is the integer vs float texture border colors.  Roland can probably talk a bit more about it as he was the one who came across it.  In a few words, the interpretation of texture border color union depends on the format in the sampler view state (whether it's a pure integer format or not).
>
> So, I wonder how integer vs float texture border colors will fit in your driver's "elegantly separated texture view and sampler states", or any other driver for that matter.  That is, will the world need a PIPE_CAP_SAMPLER_VIEW_FORMAT_VIEW_AFFECTS_TEXTURE_BORDER_COLOR too?  If so then maybe we want to lump these two things together.

No, you can relax there, because using a sampler with integer border
colors with a float texture view (which doesn't happen in OpenGL) or
vice versa is not SUPPOSED to work (or even, supposed to not work),
while texture swizzle IS, it has no such incompatibility.

>
> Jose
>
>



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