<li>GL_ARB_vertex_type_2_10_10_10_rev on freedreno (a3xx)</li>
<li>GL_EXT_buffer_storage implemented for when ES 3.1 support is gained</li>
<li>GL_EXT_draw_elements_base_vertex on all drivers</li>
-<li>GL_EXT_texture_compression_rgtc / latc on freedreno (a3xx)</li>
+<li>GL_EXT_texture_compression_rgtc / latc on freedreno (a3xx & a4xx)</li>
<li>GL_NV_conditional_render on freedreno</li>
<li>GL_OES_draw_elements_base_vertex on all drivers</li>
<li>EGL_KHR_create_context on softpipe, llvmpipe</li>
_T(DXT3_SRGBA, DXT3, NONE, WZYX),
_T(DXT5_RGBA, DXT5, NONE, WZYX),
_T(DXT5_SRGBA, DXT5, NONE, WZYX),
+
+ /* faked */
+ _T(RGTC1_UNORM, 8_8_8_8_UNORM, NONE, WZYX),
+ _T(RGTC1_SNORM, 8_8_8_8_SNORM, NONE, WZYX),
+ _T(RGTC2_UNORM, 8_8_8_8_UNORM, NONE, WZYX),
+ _T(RGTC2_SNORM, 8_8_8_8_SNORM, NONE, WZYX),
+ _T(LATC1_UNORM, 8_8_8_8_UNORM, NONE, WZYX),
+ _T(LATC1_SNORM, 8_8_8_8_SNORM, NONE, WZYX),
+ _T(LATC2_UNORM, 8_8_8_8_UNORM, NONE, WZYX),
+ _T(LATC2_SNORM, 8_8_8_8_SNORM, NONE, WZYX),
};
/* convert pipe format to vertex buffer format: */
{
if (format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT)
format = PIPE_FORMAT_Z32_FLOAT;
+ else if (util_format_description(format)->layout == UTIL_FORMAT_LAYOUT_RGTC)
+ format = PIPE_FORMAT_R8G8B8A8_UNORM;
switch (util_format_get_blocksizebits(format) / util_format_get_blockwidth(format)) {
case 8: return TFETCH4_1_BYTE;
}
}
+unsigned
+fd4_pipe2nblocksx(enum pipe_format format, unsigned width)
+{
+ if (util_format_description(format)->layout == UTIL_FORMAT_LAYOUT_RGTC)
+ format = PIPE_FORMAT_R8G8B8A8_UNORM;
+ return util_format_get_nblocksx(format, width);
+}
+
/* we need to special case a bit the depth/stencil restore, because we are
* using the texture sampler to blit into the depth/stencil buffer, *not*
* into a color buffer. Otherwise fd4_tex_swiz() will do the wrong thing,