Nanley Chery 56458cb168 anv/formats: Update the three-channel BC1 mappings
The procedure for decompressing an opaque BC1 Vulkan format is dependant on the
comparison of two colors stored in the first 32 bits of the compressed block.
Here's the specified OpenGL (and Vulkan) behavior for reference:

   The RGB color for a texel at location (x,y) in the block is given by:

      RGB0,              if color0 > color1 and code(x,y) == 0
      RGB1,              if color0 > color1 and code(x,y) == 1
      (2*RGB0+RGB1)/3,   if color0 > color1 and code(x,y) == 2
      (RGB0+2*RGB1)/3,   if color0 > color1 and code(x,y) == 3

      RGB0,              if color0 <= color1 and code(x,y) == 0
      RGB1,              if color0 <= color1 and code(x,y) == 1
      (RGB0+RGB1)/2,     if color0 <= color1 and code(x,y) == 2
      BLACK,             if color0 <= color1 and code(x,y) == 3

The sampling operation performed on an opaque DXT1 Intel format essentially
hard-codes the comparison result of the two colors as color0 > color1. This
means that the behavior is incompatible with OpenGL and Vulkan. This is stated
in the SKL PRM, Vol 5: Memory Views:

   Opaque Textures (DXT1_RGB)
      Texture format DXT1_RGB is identical to DXT1, with the exception that the
      One-bit Alpha encoding is removed. Color 0 and Color 1 are not compared, and
      the resulting texel color is derived strictly from the Opaque Color Encoding.
      The alpha channel defaults to 1.0.

      Programming Note
      Context: Opaque Textures (DXT1_RGB)
      The behavior of this format is not compliant with the OGL spec.

The opaque and non-opaque BC1 Vulkan formats are specified to be decoded in
exactly the same way except the BLACK value must have a transparent alpha
channel in the latter. Use the four-channel BC1 Intel formats with the alpha
set to 1 to provide the behavior required by the spec.

v2 (Kenneth Graunke):
- Provide a more detailed commit message.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100925
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
2017-05-18 16:46:15 -07:00
2017-05-04 18:05:04 +01:00
2016-08-30 16:44:00 -04:00
2016-08-25 13:55:52 -07:00
2017-04-29 13:39:40 +01:00
2017-03-29 11:53:03 +01:00
2016-05-25 12:23:12 -06:00

File: docs/README.WIN32

Last updated: 21 June 2013


Quick Start
----- -----

Windows drivers are build with SCons.  Makefiles or Visual Studio projects are
no longer shipped or supported.

Run

  scons libgl-gdi

to build gallium based GDI driver.

This will work both with MSVS or Mingw.


Windows Drivers
------- -------

At this time, only the gallium GDI driver is known to work.

Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.

Recipe
------

Building on windows requires several open-source packages. These are
steps that work as of this writing.

- install python 2.7
- install scons (latest)
- install mingw, flex, and bison
- install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get pywin32-218.4.win-amd64-py2.7.exe
- install git
- download mesa from git
  see https://www.mesa3d.org/repository.html
- run scons

General
-------

After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32.  If you don't like putting things
in a system directory, place them in the same directory as the
executable(s).  Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.

The DLL files are built so that the external entry points use the
stdcall calling convention.

Static LIB files are not built.  The LIB files that are built with are
the linker import files associated with the DLL files.

The si-glu sources are used to build the GLU libs.  This was done
mainly to get the better tessellator code.

If you have a Windows-related build problem or question, please post
to the mesa-dev or mesa-users list.
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