| 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. |
| This extension shares some language with ARB_texture_compression_rgtc |
| 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. |
| ARB_texture_compression_rgtc introduces some compressed red and |
| red_green signed formats but no uncompressed ones, which might |
| still be useful. NV_texture_shader adds signed texture formats, |
| but also a lot of functionality which has been superceded by fragment |
| shaders. |
| It is usually possible to get the same functionality |
| using a unsigned format by doing scale and bias in a shader, but this |
| is undesirable since modern hardware has direct support for this. |
| This extension adds a signed 4-channel texture format by backporting |
| the relevant features from OpenGL 3.1, as a means to support this in |
| 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. |
| 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.) |
| be supported? |
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| RESOLVED: NO. To keep this extension simple, only add the most |
| universal format, rgba. alpha/luminance can't be trivially supported |
| since OpenGL 3.1 does not support them any longer, and there is some |
| implied dependency on ARB_texture_rg for red/red_green formats so |
| 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 |
| ARB_texture_compression_rgtc (quote): |
| A signed 8-bit two's complement value X is computed to |
| a floating-point value Xf with the formula: |
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| { X / 127.0, X > -128 |
| Xf = { |
| { -1.0, X == -128 |
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| This conversion means -1, 0, and +1 are all exactly representable, |
| however -128 and -127 both map to -1.0. Mapping -128 to -1.0 |
| avoids the numerical awkwardness of have a representable value |
| slightly more negative than -1.0. |
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| This conversion is intentionally NOT the "byte" conversion listed |
| 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 |
| zero. |
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| (Difference to ARB_texture_compression_rgtc): |
| This is the same mapping as OpenGL 3.1 uses. |
| This is also different to what NV_texture_shader used. |
| The above mapping should be considered the reference, but there |
| is some leeway so other mappings are allowed for implementations which |
| cannot do this. Particulary the mapping given in NV_texture_shader or |
| the standard OpenGL byte/float mapping is considered acceptable too, as |
| might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by |
| 127 (that is, uses different scale factors for negative and positive |
| numbers). |
| Also, it is ok to store incoming GL_BYTE user data as-is, without |
| converting to GL_FLOAT (using the standard OpenGL float/byte mapping) |
| and converting back (using the mapping described here). |
| Other than those subtle issues there are no other non-standard |
| conversions used, so when using for instance CopyTexImage2D with |
| a framebuffer clamped to [0,1] all converted numbers will be in the range |
| [0, 127] (and not scaled and biased). |
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| 5) How will signed components resulting from RGBA8_SNORM texture |
| fetches interact with fragment coloring? |
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| RESOLVED: Same as described in issue 6) of |
| ARB_texture_compression_rgtc (quote): |
| The specification language for this extension is silent |
| about clamping behavior leaving this to the core specification |
| and other extensions. The clamping or lack of clamping is left |
| to the core specification and other extensions. |
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| For assembly program extensions supporting texture fetches |
| (ARB_fragment_program, NV_fragment_program, NV_vertex_program3, |
| etc.) or the OpenGL Shading Language, these signed formats will |
| appear as expected with unclamped signed components as a result |
| of a texture fetch instruction. |
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| If ARB_color_buffer_float is supported, its clamping controls |
| will apply. |
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| NV_texture_shader extension, if supported, adds support for |
| fixed-point textures with signed components and relaxed the |
| fixed-function texture environment clamping appropriately. If the |
| NV_texture_shader extension is supported, its specified behavior |
| for the texture environment applies where intermediate values |
| are clamped to [-1,1] unless stated otherwise as in the case |
| of explicitly clamped to [0,1] for GL_COMBINE. or clamping the |
| linear interpolation weight to [0,1] for GL_DECAL and GL_BLEND. |
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| Otherwise, the conventional core texture environment clamps |
| incoming, intermediate, and output color components to [0,1]. |
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| This implies that the conventional texture environment |
| functionality of unextended OpenGL 1.5 or OpenGL 2.0 without |
| using GLSL (and with none of the extensions referred to above) |
| is unable to make proper use of the signed texture formats added |
| by this extension because the conventional texture environment |
| requires texture source colors to be clamped to [0,1]. Texture |
| filtering of these signed formats would be still signed, but |
| negative values generated post-filtering would be clamped to |
| zero by the core texture environment functionality. The |
| expectation is clearly that this extension would be co-implemented |
| with one of the previously referred to extensions or used with |
| GLSL for the new signed formats to be useful. |
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| 6) Should the RGBA_SNORM tokens also be accepted by CopyTexImage |
| functions? |
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| RESOLVED: YES. |
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| 7) What to do with GetTexParameter if ARB_texture_float is supported, |
| in particular what datatype should this return for TEXTURE_RED_TYPE_ARB, |
| 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, |
| UNSIGNED_NORMALIZED_ARB, or FLOAT. This extension adds a new enum, |
| SIGNED_NORMALIZED, which will be returned accordingly. This is the |
| same behaviour as in OpenGL 3.1. |
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| New Tokens |
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| Accepted by the <internalformat> parameter of |
| TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D: |
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| RGBA_SNORM 0x8F93 |
| 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 |
| Internal Format Internal Format bits bits bits bits bits bits bits |
| --------------- --------------- ---- ---- ---- ---- ---- ---- ---- |
| 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> |
| of TEXTURE_RED_TYPE_ARB, TEXTURE_GREEN_TYPE_ARB, TEXTURE_BLUE_TYPE_ARB or |
| TEXTURE_ALPHA_TYPE_ARB return SIGNED_NORMALIZED if |
| the base internal format is RGBA_SNORM. |