What does PACK8/16/32 mean in VkFormat names? - vulkan

I'm trying to understand the names of the items in the VkFormat enum, and so far I think I get all the structure of the names of all of the (non-block) formats, but I can't figure out what it means when they have a suffix of PACK8, PACK16, PACK32. If I add up the channel sizes, they always add up to 8, 16, or 32, nothing irregular, so I don't understand what it would mean to bit-pack these values, since they seem to be 100% efficient, using all their bits.
As usual, the documentation is not very helpful, just saying the format is packed without saying what that means.

The PACK fields mean exactly what the specification says they mean:
whole texels or attributes are stored in a single data element, rather than individual components occupying a single data element
Though if you find that too confusing, you could just look at the actual format descriptions. Vulkan goes into excruciating detail about them, to the point of needless repetition.
The difference between VK_FORMAT_B8G8R8A8_RGB and VK_FORMAT_B8G8R8A8_RGB_PACK32 is the same difference between a uint8_t[4] and a uint32_t. One is an array ("individual components"), while the other is a single value ("single data element") made up of smaller values.
If you have a uint8_t color[4] array, which stores B8G8R8A8, then color[0] stores the blue component. The order of the components in the array is defined by the order of the components in the format's name.
If you have a uint32_t color value, which stores B8G8R8A8, then (color & 0xFF000000) >> 24 will retrieve the blue component. The highest byte is the first, followed by the next highest and so forth.
The reason the packed-vs-not-packed distinction matters is because of endian issues. Arrays of bytes don't have endian issues. But values packed into 16 or 32-bits do have endian issues. The endian of the packed formats is always assumed to be the native endian of the host.

Related

maxDisplays of CGGetDisplaysWithPoint

Definition:
As defined here, CGGetDisplaysWithPoint takes 4 parameters:
A CGPoint object
An int32 representing the maximum number of displays returned
A mutable array passed by reference, which will be filled with the displayIDs found.
An int32 representing the matching display count
Syntax:
CGError CGGetDisplaysWithPoint(CGPoint point, uint32_t maxDisplays, CGDirectDisplayID *displays, uint32_t *matchingDisplayCount);
This is fine and I can get this function working however I am quite confused as to how I should deal with the maxDisplays parameter?
As I understand it, if I set maxDisplays to 5 then if someone has 6 displays, there is a 1/6 chance that a randomly selected pixel will find no displays?
So do we just set maxDisplays to something unrealistic, like 99, and release the array afterwards? What's the point in this argument?
The point of the argument is to prevent the function from writing past the end of your array. You have to tell it the capacity of the array. Note that the displays parameter is neither a Cocoa nor Core Foundation mutable array object. It's a C-style array. It's "mutable" in the sense that it's not "const", but it's not an object that manages its own storage. You are responsible for managing that storage and must communicate its capacity to any function that is intended to store data in it (or otherwise guarantee that such function won't overrun it).
So, your question should really be how to decide on the capacity of the array. There are two basic approaches:
1) Call the function passing NULL for the displays parameter and any arbitrary value (best to use 0) for maxDisplays. As documented, when displays is NULL, maxDisplays is ignored and the function outputs via matchingDisplayCount the number of displays whose bounds contain the given point. Then, allocate an array with (at least) that many elements to use to receive the display IDs and call the function again, passing that array for displays and its capacity for maxDisplays.
2) Use an array with capacity of 32. It's not explicitly documented but it's implicit in the API that that's the maximum number of supported displays. A display ID can be converted to an OpenGL display mask using CGDisplayIDToOpenGLDisplayMask(). The type CGOpenGLDisplayMask is used to hold OpenGL display masks. It is defined as uint32_t, a 32-bit value. Therefore, there can be at most 32 active displays.
This technique is used in some Apple docs, like here, here, here, and here. That last one even makes a direct connection between the number of bits in CGOpenGLDisplayMask and the maximum number of displays.

Structure Packing

I'm currently learning C# and my first project (as a learning experiment) is to create a DBF reader. I'm having some difficulty understanding "packing" according to this: http://www.developerfusion.com/pix/articleimages/dec05/structs1.jpg
If I specified a packing of 2, wouldn't all structure elements begin on a 2-byte boundary, and if I specified a packing of 4, wouldn't all structure elements begin on a 4-byte boundary, and also consume a minimum of 4 bytes each?
For instance, a byte element would be placed on a 4 byte boundary, and the element following it (in a sequential layout) would be located on the next 4-byte boundary (losing 3 bytes to padding)?
In the image shown, in the "pack=4" it shows a byte that is on a 2 byte boundary, following a short.
If I understand the picture correctly, pack equal to n means that one variable cannot be stored "between" two packs of lengths n. In other words, bytes which compose a variable cannot cross one pack's boundary. This is only true if the size of a variable is less or equal to the size of a pack.
Let's take Pack = 4 as an example. Here, we can safely store a byte and a short in one pack, because they require 3 bytes of memory together. But since there is only one byte in the pack left, it requires one byte of padding to be able to store an int into the data structure, because what's left in the pack is too little to store the whole int.
I hope the explanation makes sense.
Looking at the picture again, I think it would be better if all data were aligned to the same side of a pack, either to bottom or top. This would make it clearer what's going on.

Method to get non-base units?

Is there a method of using the exponent properties of LabView units for carrying custom units? For example I would find it convenient to use milli-Amperes instead of Amperes in my data wires.
My first attempt at doing so looks like this, but trying to get the value out at the end gives me nothing.
I would find it convenient to use milli-Amperes instead of Amperes in my data wires
For a wire, it's not possible, and it's not a problem, here's why:
I'm afraid what you want make little sense, since you're milli-Amperes instead of Amperes refers to representing your data, while a wire is just raw data. Adding the milli- to a floating point changes the exponent, not the mantissa, so there's no loss or gain of precision in the value that your number carries.
Now if we talk about an indicator which is technically a display of the wire value, you change the unit from "A" to "mA" to have the display you want.
Finally, in your attempt with "set numeric info", the -3 factor added next to Amperes means the unit is A^-3, not mA.
You can use data that don't use units, however than you will loose your automatic check of the units.
For display properties you can tweak the display format to show different outputs:
This format string is constructed as following:
% numeric
^ engineering notation, exponents in multiples of three
# no trailing zeros
_6 six significat digits
e scientific notation (1e1 for instance)
The prefix is the best way to affect the presentation of the value on a specific front panel.
When passing data from VI to VI, the prefix is not passed, and the data uses the base ( Amps, Volts, etc...)
In my example below, the unitless value 3 is assigned units of Amp in mA.vi. The front panel indicator is set to show units of mA.
In Watts.vi I multiply the Amps OUT of mA.vi by a constant of 9V and the result is wired to the indicator x*y.
x*y has units of W and I changed the prefix to k for presentation.
The NI forums have several threads that report certain functions (square and square root specifically) can cause unit errors or broken wires. Most folks don't even know the units capability exists, and most that do have tried and abandoned them. :)

How are the digits in ObjC method type encoding calculated?

Is is a follow-up to my previous question:
What are the digits in an ObjC method type encoding string?
Say there is an encoding:
v24#0:4:8#12B16#20
How are those numbers calculated? B is a char so it should occupy just 1 byte (not 4 bytes). Does it have something to do with "alignment"? What is the size of void?
Is it correct to calculate the numbers as follows? Ask sizeof on every item and round up the result to multiple of 4? And the first number becomes the sum of all the other ones?
The numbers were used in the m68K days to denote stack layout. That is, you could literally decode the the method signature and, for just about all types, know exactly which bytes at what offset within the stack frame you could diddle to get/set arguments.
This worked because the m68K's ABI was entirely [IIRC -- been a long long time] stack based argument/return passing. There wasn't anything shoved into registers across call boundaries.
However, as Objective-C was ported to other platforms, always-on-the-stack was no longer the calling convention. Arguments and return values are often passed in registers.
Thus, those offsets are now useless. As well, the type encoding used by the compiler is no longer complete (because it never was terribly useful) and there will be types that won't be encoded. Not too mention that encoding some C++ templatized types yields method type encoding strings that can be many Kilobytes in size (I think the record I ran into was around 30K of type information).
So, no, it isn't correct to use sizeof() to generate the numbers because they are effectively meaningless to everything. The only reason why they still exist is for binary compatibility; there are bits of esoteric code here and there that still parse the type encoding string with the expectation that there will be random numbers sprinkled here and there.
Note that there are vestiges of API in the ObjC runtime that still lead one to believe that it might be possible to encode/decode stack frames on the fly. It really isn't as the C ABI doesn't guarantee that argument registers will be preserved across call boundaries in the face of optimization. You'd have to drop to assembly and things get ugly really really fast (>shudder<).
The full encoding string is constructed (in clang) by the method ASTContext::getObjCEncodingForMethodDecl, which you can find in lib/AST/ASTContext.cpp.
The method that does the size rounding is ASTContext::getObjCEncodingTypeSize, in the same file. It forces each size to be at least the size of an int. On all of Apple's current platforms, an int is 4 bytes.
The stack frame size and argument offsets are calculated by the compiler. I'm actually trying to track this down in the Clang source myself this week; it possibly has something to do with CodeGenTypes::arrangeObjCMessageSendSignature. (Looks like Rob just made my life a lot easier!)
The first number is the sum of the others, yes -- it's the total space occupied by the arguments. To get the size of the type represented by an ObjC type encoding in your code, you should use NSGetSizeAndAlignment().

Converting meshes to metaballs

I'm doing a project where I need to convert an existing polygonal mesh into a static shape made from metaballs (blobs). I have voxelized the mesh with binvox to "a .raw file" (according to the description at binvox), but I have no clue of how it stores the data, and therefore don't know how to load it.
Question1: Is there any non PHD way to do so? Create a metaball model from a polygonal mesh.
Question2: Has anyone ever used the said .raw file format from binvox and if you did, how?
RLE Run length Encoding
The binary voxel data
The binary data consists of pairs of bytes. The first byte of each pair is the value byte and is either 0 or 1 (1 signifies the presence of a voxel). The second byte is the count byte and specifies how many times the preceding voxel value should be repeated (so obviously the minimum count is 1, and the maximum is 255).
http://www.cs.princeton.edu/~min/binvox/binvox.html