Xbox Series S/X UWP

2024-03-01 Thread Daniel Price

Well Aerisarn has only gone and done it! Mesa for UWP and working on Xbox 
consoles too, it does have a few issues/limitations at the minute but it is 
working and is still a work in progress  aerisarn/mesa-uwp: effort to port MESA 
library from https://gitlab.freedesktop.org/mesa/mesa over UWP architecture 
(github.com) Release Doom3 HDR Alpha · 
worleydl/dhewm3 
(github.com)


V3D UIF texture format conversion with TFU

2024-03-01 Thread Macoy Madson

Hello,

I have been looking at the code in Gallium/drivers/v3d related to 
texture conversion, specifically v3dx_tfu.c.


I have been trying to find how to convert a texture from raster format 
RGBA8 to UIF (either XOR or NO_XOR). I tried break-pointing the 
v3dX(tfu) function, but it doesn't appear to be called in my simple 
textured triangle OpenGL program on a Raspberry Pi 4 (VideoCore VI v. 42).


I am looking for where this conversion takes place, as it appears the 
VideoCore expects textures to be in another format before they can be 
sampled properly.


Is there anyone here who can point me to any one of the following:

- How v3dX(tfu) ends up getting used (e.g., a user-space program I can 
run to blit/convert a raster texture into a UIF texture)


- Any notes on the TFU interface itself (what the registers expect, 
beyond what can clearly infer from v3dX(tfu))


- If the TFU isn't used to convert to UIF, where the conversion takes place

I may have misunderstood the texture sampler. I am sampling a texture 
successfully (pixels are the color I expect) but the pixels are 
completely "out of order", which is what hints me that they need to be 
in UIF instead of raster format.


I would greatly appreciate someone to bounce a few V3D questions off of.

Thanks,

Macoy Madson

(Apologies if this was received before; I checked the archive and didn't 
see it, so I subscribed to the list and re-sent in case I need to be a 
subscriber to send. I sent this to mesa-dev since I am looking for low 
level details, so if this should go to the mesa list instead please let 
me know.)




Re: V3D UIF texture format conversion with TFU

2024-03-01 Thread Alejandro Piñeiro

Hi,

sorry, I realized that you sent first this email to me privately, but 
didn't have time to reply.


On 1/3/24 14:33, Macoy Madson wrote:

Hello,

I have been looking at the code in Gallium/drivers/v3d related to 
texture conversion, specifically v3dx_tfu.c.


I have been trying to find how to convert a texture from raster format 
RGBA8 to UIF (either XOR or NO_XOR). I tried break-pointing the 
v3dX(tfu) function, but it doesn't appear to be called in my simple 
textured triangle OpenGL program on a Raspberry Pi 4 (VideoCore VI v. 
42).


I am looking for where this conversion takes place, as it appears the 
VideoCore expects textures to be in another format before they can be 
sampled properly.


Is there anyone here who can point me to any one of the following:

- How v3dX(tfu) ends up getting used (e.g., a user-space program I can 
run to blit/convert a raster texture into a UIF texture)


- Any notes on the TFU interface itself (what the registers expect, 
beyond what can clearly infer from v3dX(tfu))


- If the TFU isn't used to convert to UIF, where the conversion takes 
place


I may have misunderstood the texture sampler. I am sampling a texture 
successfully (pixels are the color I expect) but the pixels are 
completely "out of order", which is what hints me that they need to be 
in UIF instead of raster format.


I would greatly appreciate someone to bounce a few V3D questions off of.

Thanks,

Macoy Madson

(Apologies if this was received before; I checked the archive and 
didn't see it, so I subscribed to the list and re-sent in case I need 
to be a subscriber to send. I sent this to mesa-dev since I am looking 
for low level details, so if this should go to the mesa list instead 
please let me know.)



For this kind of things it is usually done through gitlab issues. Would 
it be possible if you create an issue with that, and additionally adding 
the simple texture triangle program that you mentioned before?



Thanks