* IN THE SOFTWARE.
*/
+#include "isl/isl.h"
#include "main/shaderimage.h"
#include "brw_fs_surface_builder.h"
#include "brw_fs.h"
namespace {
namespace image_format_info {
+ /* The higher compiler layers use the GL enums for image formats even if
+ * they come in from SPIR-V or Vulkan. We need to turn them into an ISL
+ * enum before we can use them.
+ */
+ enum isl_format
+ isl_format_for_gl_format(uint32_t gl_format)
+ {
+ switch (gl_format) {
+ case GL_R8: return ISL_FORMAT_R8_UNORM;
+ case GL_R8_SNORM: return ISL_FORMAT_R8_SNORM;
+ case GL_R8UI: return ISL_FORMAT_R8_UINT;
+ case GL_R8I: return ISL_FORMAT_R8_SINT;
+ case GL_RG8: return ISL_FORMAT_R8G8_UNORM;
+ case GL_RG8_SNORM: return ISL_FORMAT_R8G8_SNORM;
+ case GL_RG8UI: return ISL_FORMAT_R8G8_UINT;
+ case GL_RG8I: return ISL_FORMAT_R8G8_SINT;
+ case GL_RGBA8: return ISL_FORMAT_R8G8B8A8_UNORM;
+ case GL_RGBA8_SNORM: return ISL_FORMAT_R8G8B8A8_SNORM;
+ case GL_RGBA8UI: return ISL_FORMAT_R8G8B8A8_UINT;
+ case GL_RGBA8I: return ISL_FORMAT_R8G8B8A8_SINT;
+ case GL_R11F_G11F_B10F: return ISL_FORMAT_R11G11B10_FLOAT;
+ case GL_RGB10_A2: return ISL_FORMAT_R10G10B10A2_UNORM;
+ case GL_RGB10_A2UI: return ISL_FORMAT_R10G10B10A2_UINT;
+ case GL_R16: return ISL_FORMAT_R16_UNORM;
+ case GL_R16_SNORM: return ISL_FORMAT_R16_SNORM;
+ case GL_R16F: return ISL_FORMAT_R16_FLOAT;
+ case GL_R16UI: return ISL_FORMAT_R16_UINT;
+ case GL_R16I: return ISL_FORMAT_R16_SINT;
+ case GL_RG16: return ISL_FORMAT_R16G16_UNORM;
+ case GL_RG16_SNORM: return ISL_FORMAT_R16G16_SNORM;
+ case GL_RG16F: return ISL_FORMAT_R16G16_FLOAT;
+ case GL_RG16UI: return ISL_FORMAT_R16G16_UINT;
+ case GL_RG16I: return ISL_FORMAT_R16G16_SINT;
+ case GL_RGBA16: return ISL_FORMAT_R16G16B16A16_UNORM;
+ case GL_RGBA16_SNORM: return ISL_FORMAT_R16G16B16A16_SNORM;
+ case GL_RGBA16F: return ISL_FORMAT_R16G16B16A16_FLOAT;
+ case GL_RGBA16UI: return ISL_FORMAT_R16G16B16A16_UINT;
+ case GL_RGBA16I: return ISL_FORMAT_R16G16B16A16_SINT;
+ case GL_R32F: return ISL_FORMAT_R32_FLOAT;
+ case GL_R32UI: return ISL_FORMAT_R32_UINT;
+ case GL_R32I: return ISL_FORMAT_R32_SINT;
+ case GL_RG32F: return ISL_FORMAT_R32G32_FLOAT;
+ case GL_RG32UI: return ISL_FORMAT_R32G32_UINT;
+ case GL_RG32I: return ISL_FORMAT_R32G32_SINT;
+ case GL_RGBA32F: return ISL_FORMAT_R32G32B32A32_FLOAT;
+ case GL_RGBA32UI: return ISL_FORMAT_R32G32B32A32_UINT;
+ case GL_RGBA32I: return ISL_FORMAT_R32G32B32A32_SINT;
+ case GL_NONE: return ISL_FORMAT_UNSUPPORTED;
+ default:
+ assert(!"Invalid image format");
+ return ISL_FORMAT_UNSUPPORTED;
+ }
+ }
+
/**
* Simple 4-tuple of scalars used to pass around per-color component
* values.