Merge remote branch 'origin/master' into pipe-video
[mesa.git] / docs / MESA_texture_signed_rgba.spec
1 Name
2
3 MESA_texture_signed_rgba
4
5 Name Strings
6
7 GL_MESA_texture_signed_rgba
8
9 Contact
10
11
12
13 Notice
14
15
16
17 IP Status
18
19 No known IP issues
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21 Status
22
23
24
25 Version
26
27 0.3, 2009-03-24
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29 Number
30
31 Not assigned ?
32
33 Dependencies
34
35 Written based on the wording of the OpenGL 2.0 specification.
36
37 This extension trivially interacts with ARB_texture_float.
38 This extension shares some language with ARB_texture_compression_rgtc
39 but does not depend on it.
40
41 Overview
42
43 OpenGL prior to 3.1 does not support any signed texture formats.
44 ARB_texture_compression_rgtc introduces some compressed red and
45 red_green signed formats but no uncompressed ones, which might
46 still be useful. NV_texture_shader adds signed texture formats,
47 but also a lot of functionality which has been superceded by fragment
48 shaders.
49 It is usually possible to get the same functionality
50 using a unsigned format by doing scale and bias in a shader, but this
51 is undesirable since modern hardware has direct support for this.
52 This extension adds a signed 4-channel texture format by backporting
53 the relevant features from OpenGL 3.1, as a means to support this in
54 OpenGL implementations only supporting older versions.
55
56 Issues
57
58 1) What should this extension be called?
59
60 RESOLVED: MESA_texture_signed_rgba seems reasonable.
61 The rgba part is there because only 4 channel format is supported.
62
63
64 2) Should the full set of signed formats (alpha, luminance, rgb, etc.)
65 be supported?
66
67 RESOLVED: NO. To keep this extension simple, only add the most
68 universal format, rgba. alpha/luminance can't be trivially supported
69 since OpenGL 3.1 does not support them any longer, and there is some
70 implied dependency on ARB_texture_rg for red/red_green formats so
71 avoid all this. Likewise, only 8 bits per channel is supported.
72
73
74 3) Should this extension use new enums for the texture formats?
75
76 RESOLVED: NO. Same enums as those used in OpenGL 3.1.
77
78
79 4) How are signed integer values mapped to floating-point values?
80
81 RESOLVED: Same as described in issue 5) of
82 ARB_texture_compression_rgtc (quote):
83 A signed 8-bit two's complement value X is computed to
84 a floating-point value Xf with the formula:
85
86 { X / 127.0, X > -128
87 Xf = {
88 { -1.0, X == -128
89
90 This conversion means -1, 0, and +1 are all exactly representable,
91 however -128 and -127 both map to -1.0. Mapping -128 to -1.0
92 avoids the numerical awkwardness of have a representable value
93 slightly more negative than -1.0.
94
95 This conversion is intentionally NOT the "byte" conversion listed
96 in Table 2.9 for component conversions. That conversion says:
97
98 Xf = (2*X + 1) / 255.0
99
100 The Table 2.9 conversion is incapable of exactly representing
101 zero.
102
103 (Difference to ARB_texture_compression_rgtc):
104 This is the same mapping as OpenGL 3.1 uses.
105 This is also different to what NV_texture_shader used.
106 The above mapping should be considered the reference, but there
107 is some leeway so other mappings are allowed for implementations which
108 cannot do this. Particulary the mapping given in NV_texture_shader or
109 the standard OpenGL byte/float mapping is considered acceptable too, as
110 might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by
111 127 (that is, uses different scale factors for negative and positive
112 numbers).
113 Also, it is ok to store incoming GL_BYTE user data as-is, without
114 converting to GL_FLOAT (using the standard OpenGL float/byte mapping)
115 and converting back (using the mapping described here).
116 Other than those subtle issues there are no other non-standard
117 conversions used, so when using for instance CopyTexImage2D with
118 a framebuffer clamped to [0,1] all converted numbers will be in the range
119 [0, 127] (and not scaled and biased).
120
121
122 5) How will signed components resulting from RGBA8_SNORM texture
123 fetches interact with fragment coloring?
124
125 RESOLVED: Same as described in issue 6) of
126 ARB_texture_compression_rgtc (quote):
127 The specification language for this extension is silent
128 about clamping behavior leaving this to the core specification
129 and other extensions. The clamping or lack of clamping is left
130 to the core specification and other extensions.
131
132 For assembly program extensions supporting texture fetches
133 (ARB_fragment_program, NV_fragment_program, NV_vertex_program3,
134 etc.) or the OpenGL Shading Language, these signed formats will
135 appear as expected with unclamped signed components as a result
136 of a texture fetch instruction.
137
138 If ARB_color_buffer_float is supported, its clamping controls
139 will apply.
140
141 NV_texture_shader extension, if supported, adds support for
142 fixed-point textures with signed components and relaxed the
143 fixed-function texture environment clamping appropriately. If the
144 NV_texture_shader extension is supported, its specified behavior
145 for the texture environment applies where intermediate values
146 are clamped to [-1,1] unless stated otherwise as in the case
147 of explicitly clamped to [0,1] for GL_COMBINE. or clamping the
148 linear interpolation weight to [0,1] for GL_DECAL and GL_BLEND.
149
150 Otherwise, the conventional core texture environment clamps
151 incoming, intermediate, and output color components to [0,1].
152
153 This implies that the conventional texture environment
154 functionality of unextended OpenGL 1.5 or OpenGL 2.0 without
155 using GLSL (and with none of the extensions referred to above)
156 is unable to make proper use of the signed texture formats added
157 by this extension because the conventional texture environment
158 requires texture source colors to be clamped to [0,1]. Texture
159 filtering of these signed formats would be still signed, but
160 negative values generated post-filtering would be clamped to
161 zero by the core texture environment functionality. The
162 expectation is clearly that this extension would be co-implemented
163 with one of the previously referred to extensions or used with
164 GLSL for the new signed formats to be useful.
165
166
167 6) Should the RGBA_SNORM tokens also be accepted by CopyTexImage
168 functions?
169
170 RESOLVED: YES.
171
172
173 7) What to do with GetTexParameter if ARB_texture_float is supported,
174 in particular what datatype should this return for TEXTURE_RED_TYPE_ARB,
175 TEXTURE_GREEN_TYPE_ARB, TEXTURE_BLUE_TYPE_ARB, TEXTURE_ALPHA_TYPE_ARB?
176
177 RESOLVED: ARB_texture_float states type is either NONE,
178 UNSIGNED_NORMALIZED_ARB, or FLOAT. This extension adds a new enum,
179 SIGNED_NORMALIZED, which will be returned accordingly. This is the
180 same behaviour as in OpenGL 3.1.
181
182
183 New Tokens
184
185
186 Accepted by the <internalformat> parameter of
187 TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D:
188
189 RGBA_SNORM 0x8F93
190 RGBA8_SNORM 0x8F97
191
192 Returned by the <params> parameter of GetTexLevelParameter:
193
194 SIGNED_NORMALIZED 0x8F9C
195
196
197 Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization):
198
199 -- Section 3.8.1, Texture Image Specification
200
201 Add to Table 3.16 (page 154): Sized internal formats
202
203 Sized Base R G B A L I D
204 Internal Format Internal Format bits bits bits bits bits bits bits
205 --------------- --------------- ---- ---- ---- ---- ---- ---- ----
206 RGBA8_SNORM RGBA 8 8 8 8 0 0 0
207
208
209 Dependencies on ARB_texture_float extension:
210
211 If ARB_texture_float is supported, GetTexParameter queries with <value>
212 of TEXTURE_RED_TYPE_ARB, TEXTURE_GREEN_TYPE_ARB, TEXTURE_BLUE_TYPE_ARB or
213 TEXTURE_ALPHA_TYPE_ARB return SIGNED_NORMALIZED if
214 the base internal format is RGBA_SNORM.