This is important for the case of sampling from a depth texture. In
that case, we need to sample the texture as if it were a single-channel
color texture. For other/color formats, we can use the format as-is.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
return format;
}
}
+
+
+/**
+ * Given a surface format, return the corresponding format to use for
+ * a texture sampler. In most cases, it's the format unchanged, but there
+ * are some special cases.
+ */
+SVGA3dSurfaceFormat
+svga_sampler_format(SVGA3dSurfaceFormat format)
+{
+ switch (format) {
+ case SVGA3D_D16_UNORM:
+ return SVGA3D_R16_UNORM;
+ case SVGA3D_D24_UNORM_S8_UINT:
+ return SVGA3D_R24_UNORM_X8_TYPELESS;
+ case SVGA3D_D32_FLOAT:
+ return SVGA3D_R32_FLOAT;
+ case SVGA3D_D32_FLOAT_S8X24_UINT:
+ return SVGA3D_R32_FLOAT_X8X24_TYPELESS;
+ default:
+ return format;
+ }
+}
svga_typeless_format(SVGA3dSurfaceFormat format);
+SVGA3dSurfaceFormat
+svga_sampler_format(SVGA3dSurfaceFormat format);
+
+
#endif /* SVGA_FORMAT_H_ */
PIPE_BIND_SAMPLER_VIEW);
assert(format != SVGA3D_FORMAT_INVALID);
+ /* Convert the format to a sampler-friendly format, if needed */
+ format = svga_sampler_format(format);
+
if (texture->target == PIPE_BUFFER) {
viewDesc.buffer.firstElement = sv->base.u.buf.first_element;
viewDesc.buffer.numElements = (sv->base.u.buf.last_element -