1Surface Formats
2===============
3
4A surface format describes the encoding of color information into the actual
5data stored in memory.  Surface formats in isl are specified via the
6:cpp:enum:`isl_format` enum.  A complete list of surface formats is included at
7the end of this chapter.
8
9In general, a surface format definition consists of two parts: encoding and
10layout.
11
12Data Encoding
13-------------
14
15There are several different ways that one can encode a number (or vector) into
16a binary form, and each makes different trade-offs.  By default, most color
17values lie in the range [0, 1], so one of the most common encodings for color
18data is unsigned normalized where the range of an unsigned integer of a
19particular size is mapped linearly onto the interval [0, 1]. While normalized
20is certainly the most common representation for color data, not all data is
21color data, and not all values are nicely bounded.  The possible data encodings
22are specified by :cpp:enum:`isl_base_type`:
23
24.. doxygenenum:: isl_base_type
25
26Data Layout
27-----------
28
29The different data layouts fall into two categories: array and packed.  When an
30array layout is used, the components are stored sequentially in an array of the
31given encoding.  For instance, if the data is encoded in an 8-bit RGBA array
32format the data is stored in an array of type :c:type:`uint8_t` where the blue
33component of the :c:expr:`i`'th color value is accessed as:
34
35.. code-block:: C
36
37   uint8_t r = ((uint8_t *)data)[i * 4 + 0];
38   uint8_t g = ((uint8_t *)data)[i * 4 + 1];
39   uint8_t b = ((uint8_t *)data)[i * 4 + 2];
40   uint8_t a = ((uint8_t *)data)[i * 4 + 3];
41
42Array formats are popular because of their simplicity.  However, they are
43limited to formats where all components have the same size and fit in
44a standard C data type.
45
46Packed formats, on the other hand, are encoded with the entire color value
47packed into a single 8, 16, or 32-bit value.  The components are specified by
48which bits they occupy within that value.  For instance, with the popular
49:c:expr:`RGB565` format, each :c:type:`vec3` takes up 16 bits and the
50:c:expr:`i`'th color value is accessed as:
51
52.. code-block:: C
53
54   uint8_t r = (*(uint16_t *)data >> 0) & 0x1f;
55   uint8_t g = (*(uint16_t *)data >> 5) & 0x3f;
56   uint8_t b = (*(uint16_t *)data >> 11) & 0x1f;
57
58Packed formats are useful because they allow you to specify formats with uneven
59component sizes such as :c:expr:`RGBA1010102` or where the components are
60smaller than 8 bits such as :c:expr:`RGB565` discussed above.  It does,
61however, come with the restriction that the entire vector must fit within 8,
6216, or 32 bits.
63
64One has to be careful when reasoning about packed formats because it is easy to
65get the color order wrong.  With array formats, the channel ordering is usually
66implied directly from the format name with :c:expr:`RGBA8888` storing the
67formats as in the first example and :c:expr:`BGRA8888` storing them in the BGRA
68ordering.  Packed formats, however, are not as simple because some
69specifications choose to use a MSB to LSB ordering and others LSB to MSB.  One
70must be careful to pay attention to the enum in question in order to avoid
71getting them backwards.
72
73From an API perspective, both types of formats are available.  In Vulkan, the
74formats that are of the form :c:enumerator:`VK_FORMAT_xxx_PACKEDn` are packed
75formats where the entire color fits in :c:expr:`n` bits and formats without the
76:c:expr:`_PACKEDn` suffix are array formats.  In GL, if you specify one of the
77base types such as :c:enumerator:`GL_FLOAT` you get an array format but if you
78specify a packed type such as :c:enumerator:`GL_UNSIGNED_INT_8_8_8_8_REV` you
79get a packed format.
80
81The following table provides a summary of the bit orderings of different packed
82format specifications.  The bit ordering is relative to the reading of the enum
83name from left to right.
84
85=====================  ==============
86Component               Left → Right
87=====================  ==============
88GL                       MSB → LSB
89Vulkan                   MSB → LSB
90mesa_format              LSB → MSB
91Intel surface format     LSB → MSB
92=====================  ==============
93
94Understanding sRGB
95------------------
96
97The sRGB colorspace is one of the least tractable concepts in the entire world
98of surfaces and formats.  Most texture formats are stored in a linear
99colorspace where the floating-point value corresponds linearly to intensity
100values.  The sRGB color space, on the other hand, is non-linear and provides
101greater precision in the lower-intensity (darker) end of the spectrum.  The
102relationship between linear and sRGB is governed by the following continuous
103bijection:
104
105.. math::
106
107   c_l =
108   \begin{cases}
109   \frac{c_s}{12.92}                            &\text{if } c_s \le 0.04045 \\\\
110   \left(\frac{c_s + 0.055}{1.055}\right)^{2.4} &\text{if } c_s > 0.04045
111   \end{cases}
112
113where :math:`c_l` is the linear color and :math:`c_s` is the color in sRGB.
114It is important to note that, when an alpha channel is present, the alpha
115channel is always stored in the linear colorspace.
116
117The key to understanding sRGB is to think about it starting from the physical
118display.  All displays work natively in sRGB.  On older displays, there isn't
119so much a conversion operation as a fact of how the hardware works.  All
120display hardware has a natural gamma curve required to get from linear to the
121signal level required to generate the correct color.  On older CRT displays,
122the gamma curve of your average CRT is approximately the sRGB curve.  More
123modern display hardware has support for additional gamma curves to try and get
124accurate colors but, for the sake of compatibility, everything still operates
125in sRGB.  When an image is sent to the X server, X passes the pixels on to the
126display verbatim without doing any conversions.  (Fun fact: When dealing with
127translucent windows, X blends in the wrong colorspace.)  This means that the
128image into which you are rendering will always be interpreted as if it were in
129the sRGB colorspace.
130
131When sampling from a texture, the value returned to the shader is in the linear
132colorspace.  The conversion from sRGB happens as part of sampling. In OpenGL,
133thanks mostly to history, there are various knobs for determining when you
134should or should not encode or decode sRGB.  In 2007, GL_EXT_texture_sRGB added
135support for sRGB texture formats and was included in OpenGL 2.1.  In 2010,
136GL_EXT_texture_sRGB_decode added a flag to allow you to disable texture
137decoding so that the shader received the data still in the sRGB colorspace.
138Then, in 2012, GL_ARB_texture_view came along and made
139GL_EXT_texture_sRGB_decode` simultaneously obsolete and very confusing.  Now,
140thanks to the combination of extensions, you can upload a texture as linear,
141create an sRGB view of it and ask that sRGB not be decoded.  What format is it
142in again?
143
144The situation with render targets is a bit different.  Historically, you got
145your render target from the window system (which is always sRGB) and the spec
146said nothing whatsoever about encoding.  All render targets were sRGB because
147that's how monitors worked and application writers were expected to understand
148that their final rendering needed to be in sRGB.  However, with the advent of
149EXT_framebuffer_object this was no longer true.  Also, sRGB was causing
150problems with blending because GL was blind to the fact that the output was
151sRGB and blending was occurring in the wrong colorspace. In 2006, a set of
152EXT_framebuffer_sRGB extensions added support (on both the GL and window-system
153sides) for detecting whether a particular framebuffer was in sRGB and
154instructing GL to do the conversion into the sRGB colorspace as the final step
155prior to writing out to the render target.  Enabling sRGB also implied that
156blending would occur in the linear colorspace prior to sRGB conversion and
157would therefore be more accurate.  When sRGB was added to the OpenGL ES spec in
1583.1, they added the query for sRGB but did not add the flag to allow you to
159turn it on and off.
160
161In Vulkan, this is all much more straightforward.  Your format is sRGB or it
162isn't.  If you have an sRGB image and you don't want sRGB decoding to happen
163when you sample from it, you simply create a c:struct:`VkImageView` that has
164the appropriate linear format and the data will be treated as linear and not
165converted.  Similarly for render targets, blending always happens in the same
166colorspace as the shader output and you determine whether or not you want sRGB
167conversion by the format of the c:struct:`VkImageView` used as the render
168target.
169
170Surface Format Introspection API
171--------------------------------
172
173ISL provides an API for introspecting the :cpp:enum:`isl_format` enum and
174getting various bits of information about a format.  ISL provides helpers for
175introspecting both the data layout of an cpp:enum:`isl_format` and the
176capabilities of that format for a particular piece of Intel hardware.
177
178Format Layout Introspection
179^^^^^^^^^^^^^^^^^^^^^^^^^^^
180
181To get the layout of a given :cpp:enum:`isl_format`, call
182:cpp:func:`isl_format_get_layout`:
183
184.. doxygenfunction:: isl_format_get_layout
185
186.. doxygenstruct:: isl_format_layout
187   :members:
188
189.. doxygenstruct:: isl_channel_layout
190   :members:
191
192There are also quite a few helpers for many of the common cases that allow you
193to avoid using :cpp:struct:`isl_format_layout` manually.  There are a lot of
194them so we won't include a full list here.  Look at isl.h for more details.
195
196Hardware Format Support Introspection
197^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
198
199This is provided by means of a table located in isl_format.c.  Looking at the
200table directly is often useful for understanding HW support for various
201formats.  However, for the purposes of code cleanliness, the table is not
202exposed directly and, instead, hardware support information is exposed via
203a set of helper functions:
204
205.. doxygenfunction:: isl_format_supports_rendering
206.. doxygenfunction:: isl_format_supports_alpha_blending
207.. doxygenfunction:: isl_format_supports_sampling
208.. doxygenfunction:: isl_format_supports_filtering
209.. doxygenfunction:: isl_format_supports_vertex_fetch
210.. doxygenfunction:: isl_format_supports_typed_writes
211.. doxygenfunction:: isl_format_supports_typed_reads
212.. doxygenfunction:: isl_format_supports_ccs_d
213.. doxygenfunction:: isl_format_supports_ccs_e
214.. doxygenfunction:: isl_format_supports_multisampling
215.. doxygenfunction:: isl_formats_are_ccs_e_compatible
216
217Surface Format Enums
218--------------------
219
220Everything in ISL is done in terms of the :cpp:enum:`isl_format` enum. However,
221for the sake of interacting with other parts of Mesa, we provide a helper for
222converting a :cpp:enum:`pipe_format` to an :cpp:enum:`isl_format`:
223
224.. doxygenfunction:: isl_format_for_pipe_format
225
226The :cpp:enum:`isl_format` enum is as follows:
227
228.. doxygenenum:: isl_format
229