Alexey Knyazev

Results 137 comments of Alexey Knyazev

> Are you aware of any efforts to provide hardware support for other transfer functions or for programmable blend stages? Somewhat. - [MTLPixelFormatBGRA10_XR_sRGB](https://developer.apple.com/documentation/metal/mtlpixelformat/mtlpixelformatbgra10_xr_srgb?language=objc). 10-bit surface format with hardware sRGB transfer...

> I am curious about the intended meaning of kaitai. I think they meant something like disassembly / dismantling.

This is still a blocking issue. From the spec's `vkFormat` definition: > It can be any value defined in core Vulkan 1.1 and **Table 1. Prohibited Formats** doesn't list these...

Vulkan's handling of these formats is very explicit and requires some care to get things right. First of all, > To be used with `VkImageView` with `subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT`, sampler...

Interesting, that some of these formats can be somewhat mapped to other APIs. _The following assumptions should be carefully verified before updating the spec._ **Metal** - `MTLPixelFormatGBGR422` and `MTLPixelFormatBGRG422` look...

> For VkFormat we should probably go with whatever format is best used to upload the data to Vulkan or OpenGL. That depends. Assuming that RGBE means 8-bit RGB mantissas...

Using RGBA8_UNORM with a custom sample information in DFD will be error-prone because such approach requires loaders to read and understand both `vkFormat` and sample information from DFD before doing...

The DFD should be somehow enhanced to properly support RGBD and/or RGBM.

Getting correctly filtered values of scaled (E/M/D) texels from block-compressed formats would involve 2-pass decoding that subverts the whole reason of using compressed formats. Moreover, these "scaling factors" need additional...

> How does 2-pass decoding subvert using compression whose purpose is to make the texture smaller? The main property of block-compressed texture formats is that they stay compressed on the...