Re: d3d9: Add DF16 support

2009-06-08 Thread Stefan Dösinger
Am 07.06.2009 um 23:34 schrieb Henri Verbeet: Ok, I guess the format could just be named badly, although Chris makes a good point about precision, even if the values are normalized. There's D3DFMT_D24FS8 in the standard d3d formats, so I guess if they just wanted to make it a float format ther

Re: d3d9: Add DF16 support

2009-06-08 Thread Kovács András
2009. 06. 7, vasárnap keltezéssel 19.44-kor Stefan Dösinger ezt írta: > Am 07.06.2009 um 10:35 schrieb Henri Verbeet: > > > 2009/6/7 Frank Richter : > >> As far as I could gather DF16 is the "ATI way" of getting a > >> renderable > >> 16 bit depth texture. > > Without knowing much about the actu

Re: d3d9: Add DF16 support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter : > On 07.06.2009 22:22, Henri Verbeet wrote: >> Even if the format isn't lockable, you can still use the data with a >> shader. > > If it's a typical depth format the shader will see normalized values. > Yes, but floating point formats aren't "typical". > Information on DF1

Re: d3d9: Add DF16 support

2009-06-07 Thread Stefan Dösinger
Am 07.06.2009 um 10:35 schrieb Henri Verbeet: 2009/6/7 Frank Richter : As far as I could gather DF16 is the "ATI way" of getting a renderable 16 bit depth texture. Without knowing much about the actual format, DF16 implies this should be a floating point format, similar to the ones provided

Re: d3d9: Add DF16 support

2009-06-07 Thread Kovács András
2009. 06. 7, vasárnap keltezéssel 23.05-kor Frank Richter ezt írta: > On 07.06.2009 22:22, Henri Verbeet wrote: > > Even if the format isn't lockable, you can still use the data with a > > shader. > > If it's a typical depth format the shader will see normalized values. > > Information on DF16 s

Re: d3d9: Add DF16 support

2009-06-07 Thread Chris Robinson
On Sunday 07 June 2009 2:05:41 pm Frank Richter wrote: > On what graphics cards is that extension supported? > DF16 is supported since the R300. It appears that float depth formats > are much younger, so it seems unlikely DF16 is actually a float format > internally. Just to note, there is a much

Re: d3d9: Add DF16 support

2009-06-07 Thread Frank Richter
On 07.06.2009 22:22, Henri Verbeet wrote: > Even if the format isn't lockable, you can still use the data with a > shader. If it's a typical depth format the shader will see normalized values. Information on DF16 seems to be sparse, one thing I found was: http://discussms.hosting.lsoft.com/SCRIP

Re: d3d9: Add DF16 support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter : > On 07.06.2009 19:35, Henri Verbeet wrote: >> 2009/6/7 Frank Richter : >>> As far as I could gather DF16 is the "ATI way" of getting a renderable >>> 16 bit depth texture. >> Without knowing much about the actual format, DF16 implies this should >> be a floating point form

Re: d3d9: Add DF16 support

2009-06-07 Thread Frank Richter
On 07.06.2009 19:35, Henri Verbeet wrote: > 2009/6/7 Frank Richter : >> As far as I could gather DF16 is the "ATI way" of getting a renderable >> 16 bit depth texture. > Without knowing much about the actual format, DF16 implies this should > be a floating point format, similar to the ones provided

Re: d3d9: Add DF16 support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter : > As far as I could gather DF16 is the "ATI way" of getting a renderable > 16 bit depth texture. Without knowing much about the actual format, DF16 implies this should be a floating point format, similar to the ones provided by ARB_depth_buffer_float. Also, could you please