[Mesa-dev] SNORM conversion equation woes
Roland Scheidegger
sroland at vmware.com
Sat Jul 27 07:17:50 PDT 2013
That formula 2.2 existed for quite some time and was only used for
vertex specification.
And then came along textures using that format, and in good OpenGL
tradition the old formula was kept for vertex data (I guess the new
formula was used for textures because that was what hardware and other
specifciations did, it is possible the ability to represent zero was
considered to be essential, no idea there). Since of course as we all
know gpus all have completely separate parts for vertex and pixel data
right, so no problem. But of course it is insane with pixel buffers
being generally equal to vertex buffers these days, so GL dropping it
finally.
I am not entirely sure the old equation is really needed, while GL
mandated it do the accuracy requirements actually really dictate the
other one wouldn't do? I always found it very tricky with GL to actually
figure out the precsision you REALLY need.
Roland
Am 27.07.2013 11:44, schrieb Jose Fonseca:
> D3D10 specifies equation 2.3 (and I'm sure so that D3D9). So probably all hardware can handle it.
>
> I'm surprised that formula 2.2 even exists, and that OpenGL could have been so lax about it.
>
> Jose
>
> ----- Original Message -----
>> Hello all,
>>
>> I've been looking at https://bugs.freedesktop.org/show_bug.cgi?id=59150
>> and could use your opinion.
>>
>> OpenGL defines two equations for converting from SNORM to floating point
>> data. These are:
>>
>> f = (2c + 1)/(2^b - 1) (equation 2.2)
>> f = max{c/2^(b-1) - 1), -1.0} (equation 2.3)
>>
>> Equation 2.2 cannot represent 0.0f, while equation 2.3 can.
>> Equation 2.3 has two representations for -1.
>>
>> The spec language for which to use is a bit wishy-washy...GL 3.2:
>> "In general, [equation 2.2] is used for signed normalized fixed-point
>> parameters in GL commands, such as vertex attribute values."
>> "In general, [equation 2.3] is used for signed normalized fixed-point
>> texture or floating point values."
>>
>> ARB_vertex_type_2_10_10_10_rev clearly specifies equation 2.2.
>>
>> *However*, OpenGL 4.2 and ES 3.0 both remove equation 2.2, instead
>> saying to use equation 2.3 in all cases.
>>
>> Intel hardware always uses equation 2.3, which provides a dilemma:
>> should we just use the native hardware rules, which are fast, or do
>> equation 2.2 via shader workarounds?
>>
>> The maximum error/difference between the two equations is:
>>
>> 16-bit -> 0.00003
>> 10-bit -> 0.00195
>> 8-bit -> 0.00784
>> 2-bit -> 0.66666
>>
>> (Data and a script from Keith are available from:)
>> http://people.freedesktop.org/~kwg/snorm/
>>
>> Furthermore, since GL 4.2 is supposed to be backwards compatible,
>> implementations can silently promote contexts to 4.2, likely giving them
>> the new SNORM rules. Which means applications can't really rely on the
>> exact equation used...
>>
>> Always using 2.3 seems preferable since it can actually represent 0.
>>
>> I am tempted to rip out the code in vbo_attrib_tmp.h that implements
>> equation 2.2 and always use 2.3. That would also require changing
>> Piglit's draw-vertices-2101010 test to accept either equation.
>>
>> What do you all think?
>>
>> Thanks for your time!
>> --Ken
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