* we don't currently have the surface format in that code...
*/
//[PIPE_FORMAT_A8_UINT] = ISL_FORMAT_A8_UINT,
- [PIPE_FORMAT_A8_UNORM] = ISL_FORMAT_A8_UNORM,
//[PIPE_FORMAT_A8_SINT] = ISL_FORMAT_A8_SINT,
//[PIPE_FORMAT_A8_SNORM] = ISL_FORMAT_A8_SNORM,
//[PIPE_FORMAT_A16_UINT] = ISL_FORMAT_A16_UINT,
- [PIPE_FORMAT_A16_UNORM] = ISL_FORMAT_A16_UNORM,
//[PIPE_FORMAT_A16_SINT] = ISL_FORMAT_A16_SINT,
//[PIPE_FORMAT_A16_SNORM] = ISL_FORMAT_A16_SNORM,
[PIPE_FORMAT_A16_FLOAT] = ISL_FORMAT_A16_FLOAT,
//[PIPE_FORMAT_A32_SINT] = ISL_FORMAT_A32_SINT,
[PIPE_FORMAT_A32_FLOAT] = ISL_FORMAT_A32_FLOAT,
#endif
+ [PIPE_FORMAT_A8_UNORM] = ISL_FORMAT_A8_UNORM,
+ [PIPE_FORMAT_A16_UNORM] = ISL_FORMAT_A16_UNORM,
/* Just use red formats for these - they're actually renderable,
* and faster to sample than the legacy L/I formats.
return table[pf];
}
-static enum pipe_format
+// XXX: use RED for ALPHA textures
+UNUSED static enum pipe_format
alpha_to_red(enum pipe_format pf)
{
switch (pf) {
swizzle = ISL_SWIZZLE(RED, RED, RED, RED);
} else if (util_format_is_luminance(pformat)) {
swizzle = ISL_SWIZZLE(RED, RED, RED, ONE);
- } else if (util_format_is_alpha(pformat)) {
- pformat = alpha_to_red(pformat);
- swizzle = ISL_SWIZZLE(ZERO, ZERO, ZERO, RED);
+ //} else if (util_format_is_alpha(pformat)) {
+ //pformat = alpha_to_red(pformat);
+ //swizzle = ISL_SWIZZLE(ZERO, ZERO, ZERO, RED);
}
}