Open marekkedzierski opened 8 years ago
Hi Marek, I’ve finished reviewing the code. I’m new to graphics so most of comments are related to style/memory safety. Should be good to go after the small issues are addressed.
Thank you for your contributions – they are appreciated!
Jordan
From: marekkedzierski [mailto:notifications@github.com] Sent: Tuesday, March 8, 2016 8:02 AM To: Microsoft/graphics-driver-samples graphics-driver-samples@noreply.github.com Subject: [graphics-driver-samples] XAML textures sampling support (#41)
All, This pull request is related to issue #25https://github.com/Microsoft/graphics-driver-samples/issues/25 - Texture formats needed for Direct2D/XAML. The basic support for the (new) texture modes is provided: DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8_UNORM DXGI_FORMAT_A8_UNORM
Those modes are emulated with RGBA mode. Textures can be used in both linear and tiled mode. Driver is able to sample from those types of textures. Textures can't be used as render targets yet.
Now tiled mode can be also used with 8/16 bpp.
I hope those changes make sense. Thoughts/suggestions are welcome!
Thanks!
Marek PS Worth to mention, that DXGI_FORMAT_A8_UNORM is mapped to HW format VC4_TEX_RGBX8888 but I think VC4_TEX_RGBA8888 should be used instead. I wasn't sure so I left it as it is.
You can view, comment on, or merge this pull request online at:
https://github.com/Microsoft/graphics-driver-samples/pull/41
Commit Summary
File Changes
Patch Links:
— Reply to this email directly or view it on GitHubhttps://github.com/Microsoft/graphics-driver-samples/pull/41.
Jordan,
Great, thanks for such detailed review! I will address your comments ASAP.
Marek
All, I did some fixes afer review. All comments are welcome.
Cheers,
Marek
What is the status of this PR? Can we hope that an updated driver (with better HW acceleration) will be included in Windows IoT Core?
Any status update on this?
All, This pull request is related to issue #25 - Texture formats needed for Direct2D/XAML. The basic support for the (new) texture modes is provided: DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8_UNORM DXGI_FORMAT_A8_UNORM
Those modes are emulated with RGBA mode. Textures can be used in both linear and tiled mode. Driver is able to sample from those types of textures. Textures can't be used as render targets yet.
Now tiled mode can be also used with 8/16 bpp.
I hope those changes make sense. Thoughts/suggestions are welcome!
Thanks!
Marek PS Worth to mention, that DXGI_FORMAT_A8_UNORM is mapped to HW format VC4_TEX_RGBX8888 but I think VC4_TEX_RGBA8888 should be used instead. I wasn't sure so I left it as it is.