util_format_description(enum pipe_format format);
+/*
+ * Format query functions.
+ */
+
+static INLINE boolean
+util_format_is_compressed(enum pipe_format format)
+{
+ const struct util_format_description *desc = util_format_description(format);
+
+ assert(format);
+ if (!format) {
+ return FALSE;
+ }
+
+ return desc->layout == UTIL_FORMAT_LAYOUT_DXT ? TRUE : FALSE;
+}
+
+
+/*
+ * Format access functions.
+ */
+
void
util_format_read_4f(enum pipe_format format,
float *dst, unsigned dst_stride,
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_thread.h"
+#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
*/
#if 0
if((templat->tex_usage & PIPE_TEXTURE_USAGE_RENDER_TARGET) &&
- !pf_is_compressed(templat->format))
+ !util_format_is_compressed(templat->format))
tex->key.flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
#endif
if (min_lod == 0 && max_lod >= pt->last_level)
view = FALSE;
- if (pf_is_compressed(pt->format) && view) {
+ if (util_format_is_compressed(pt->format) && view) {
format = svga_translate_format_render(pt->format);
}
return pf_is_depth_or_stencil( format );
}
-static INLINE boolean
-pf_is_compressed( enum pipe_format format )
-{
- return pf_layout(format) == PIPE_FORMAT_LAYOUT_DXT ? TRUE : FALSE;
-}
-
enum pipe_video_chroma_format
{
PIPE_VIDEO_CHROMA_FORMAT_420,
#include "pipe/p_shader_tokens.h"
#include "util/u_tile.h"
#include "util/u_blit.h"
+#include "util/u_format.h"
#include "util/u_surface.h"
#include "util/u_math.h"
GLubyte *dest;
if (stImage->pt &&
- pf_is_compressed(stImage->pt->format) &&
+ util_format_is_compressed(stImage->pt->format) &&
!compressed_dst) {
/* Need to decompress the texture.
* We'll do this by rendering a textured quad.