[Mesa-stable] [PATCH V3 09/10] mesa: Add support to unpack depth-stencil texture in to FLOAT_32_UNSIGNED_INT_24_8_REV
Brian Paul
brianp at vmware.com
Wed Mar 26 07:13:12 PDT 2014
On 03/25/2014 06:01 PM, Anuj Phogat wrote:
> V2: Follow the new naming convention for unpack functions.
> Use double precision for converting Z24 to a float.
>
> V3: Unpack stencil value to most significant byte.
> Use 'struct z32f_x24s8' type.
>
> Cc: <mesa-stable at lists.freedesktop.org>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
> src/mesa/main/format_unpack.c | 80 ++++++++++++++++++++++++++++++++++++++++++-
> src/mesa/main/format_unpack.h | 5 +++
> 2 files changed, 84 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/main/format_unpack.c b/src/mesa/main/format_unpack.c
> index 7abbe46..6e6bed8 100644
> --- a/src/mesa/main/format_unpack.c
> +++ b/src/mesa/main/format_unpack.c
> @@ -4264,6 +4264,80 @@ _mesa_unpack_uint_24_8_depth_stencil_row(mesa_format format, GLuint n,
> }
> }
>
> +static void
> +unpack_float_32_uint_24_8_Z24_UNORM_S8_UINT(const GLuint *src,
> + GLuint *dst, GLuint n)
> +{
> + GLuint i;
> + struct z32f_x24s8 *d = (struct z32f_x24s8 *) dst;
> + const GLdouble scale = 1.0 / (GLdouble) 0xffffff;
> +
> + for (i = 0; i < n; i++) {
> + const GLuint z24 = src[i] & 0xffffff;
> + d[i].z = z24 * scale;
> + d[i].x24s8 = src[i] & 0xff000000;
> + assert(d[i].z >= 0.0f);
> + assert(d[i].z <= 1.0f);
> + }
> +}
> +
> +static void
> +unpack_float_32_uint_24_8_Z32_FLOAT_S8X24_UINT(const GLuint *src,
> + GLuint *dst, GLuint n)
> +{
> + GLuint i;
> + const struct z32f_x24s8 *s = (const struct z32f_x24s8 *) src;
> + struct z32f_x24s8 *d = (struct z32f_x24s8 *) dst;
> +
> + for (i = 0; i < n; i++) {
> + d[i].z = s[i].z;
> + d[i].x24s8 = (s[i].x24s8 & 0xff) << 24;
> + }
> +}
> +
> +static void
> +unpack_float_32_uint_24_8_S8_UINT_Z24_UNORM(const GLuint *src,
> + GLuint *dst, GLuint n)
> +{
> + GLuint i;
> + struct z32f_x24s8 *d = (struct z32f_x24s8 *) dst;
> + const GLdouble scale = 1.0 / (GLdouble) 0xffffff;
> +
> + for (i = 0; i < n; i++) {
> + const GLuint z24 = src[i] >> 8;
> + d[i].z = z24 * scale;
> + d[i].x24s8 = (src[i] & 0xff) << 24;
> + assert(d[i].z >= 0.0f);
> + assert(d[i].z <= 1.0f);
> + }
> +}
> +
> +/**
> + * Unpack depth/stencil returning as GL_FLOAT_32_UNSIGNED_INT_24_8_REV.
> + * \param format the source data format
> + */
> +void
> +_mesa_unpack_float_32_uint_24_8_depth_stencil_row(mesa_format format, GLuint n,
> + const void *src, GLuint *dst)
> +{
> + switch (format) {
> + case MESA_FORMAT_S8_UINT_Z24_UNORM:
> + unpack_float_32_uint_24_8_S8_UINT_Z24_UNORM(src, dst, n);
> + break;
> + case MESA_FORMAT_Z24_UNORM_S8_UINT:
> + unpack_float_32_uint_24_8_Z24_UNORM_S8_UINT(src, dst, n);
> + break;
> + case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
> + unpack_float_32_uint_24_8_Z32_FLOAT_S8X24_UINT(src, dst, n);
> + break;
> + default:
> + _mesa_problem(NULL,
> + "bad format %s in _mesa_unpack_uint_24_8_depth_stencil_row",
> + _mesa_get_format_name(format));
> + return;
> + }
> +}
> +
> /**
> * Unpack depth/stencil
> * \param format the source data format
> @@ -4274,12 +4348,16 @@ _mesa_unpack_depth_stencil_row(mesa_format format, GLuint n,
> const void *src, GLenum type,
> GLuint *dst)
> {
> - assert(type == GL_UNSIGNED_INT_24_8);
> + assert(type == GL_UNSIGNED_INT_24_8 ||
> + type == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
>
> switch (type) {
> case GL_UNSIGNED_INT_24_8:
> _mesa_unpack_uint_24_8_depth_stencil_row(format, n, src, dst);
> break;
> + case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
> + _mesa_unpack_float_32_uint_24_8_depth_stencil_row(format, n, src, dst);
> + break;
> default:
> _mesa_problem(NULL,
> "bad type 0x%x in _mesa_unpack_depth_stencil_row",
> diff --git a/src/mesa/main/format_unpack.h b/src/mesa/main/format_unpack.h
> index 5904a28..51f97df 100644
> --- a/src/mesa/main/format_unpack.h
> +++ b/src/mesa/main/format_unpack.h
> @@ -64,6 +64,11 @@ _mesa_unpack_uint_24_8_depth_stencil_row(mesa_format format, GLuint n,
> const void *src, GLuint *dst);
>
> void
> +_mesa_unpack_float_32_uint_24_8_depth_stencil_row(mesa_format format,
> + GLuint n,
> + const void *src,
> + GLuint *dst);
> +void
> _mesa_unpack_depth_stencil_row(mesa_format format, GLuint n,
> const void *src, GLenum type,
> GLuint *dst);
>
One last question. My reading of GL_NV_depth_buffer_float is that the
stencil byte goes in the least significant position of the uint, not the
most significant position. Is MSB the Intel/gen convention?
Maybe we should have a comment on
_mesa_unpack_float_32_uint_24_8_depth_stencil_row() just to make it
clear where the stencil byte winds up.
Thanks.
-Brian
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