+/**
+ * Vertex format flags. These are used to specify that some vertex formats
+ * need extra processing/conversion in the vertex shader. For example,
+ * setting the W component to 1, or swapping R/B, or converting packed uint
+ * types to signed int/snorm.
+ */
+#define VF_ADJUST_RANGE (1 << 0)
+#define VF_W_TO_1 (1 << 1)
+#define VF_U_TO_F_CAST (1 << 2) /* convert uint to float */
+#define VF_I_TO_F_CAST (1 << 3) /* convert sint to float */
+#define VF_BGRA (1 << 4) /* swap R/B */
+#define VF_PUINT_TO_SNORM (1 << 5) /* 10_10_10_2 to snorm */
+#define VF_PUINT_TO_USCALED (1 << 6) /* 10_10_10_2 to uscaled */
+#define VF_PUINT_TO_SSCALED (1 << 7) /* 10_10_10_2 to sscaled */
+
+/**
+ * Texture format flags.
+ */
+#define TF_GEN_MIPS (1 << 8) /* supports hw generate mipmap */
+
+void
+svga_translate_vertex_format_vgpu10(enum pipe_format format,
+ SVGA3dSurfaceFormat *svga_format,
+ unsigned *vf_flags);
+