Emulate MESA_FORMAT_R_SRGB8 by using L8_UNORM_SRGB. This is possible
because component swizzling is handled based on the mesa format and,
hence, the a r001 swizzling can be used to correct the components.
Enables and makes pass (tested on Kabylake)
dEQP-GLES31.functional.srgb_texture_decode.skip_decode.sr8.*
dEQP-GLES31.functional.texture.filtering.cube_array.formats.sr8*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
[MESA_FORMAT_B8G8R8A8_SRGB] = ISL_FORMAT_B8G8R8A8_UNORM_SRGB,
[MESA_FORMAT_R8G8B8A8_SRGB] = ISL_FORMAT_R8G8B8A8_UNORM_SRGB,
[MESA_FORMAT_B8G8R8X8_SRGB] = ISL_FORMAT_B8G8R8X8_UNORM_SRGB,
+ [MESA_FORMAT_R_SRGB8] = ISL_FORMAT_L8_UNORM_SRGB,
[MESA_FORMAT_L_SRGB8] = ISL_FORMAT_L8_UNORM_SRGB,
[MESA_FORMAT_L8A8_SRGB] = ISL_FORMAT_L8A8_UNORM_SRGB,
[MESA_FORMAT_SRGB_DXT1] = ISL_FORMAT_BC1_UNORM_SRGB,
ctx->Extensions.EXT_texture_snorm = true;
ctx->Extensions.EXT_texture_sRGB = true;
ctx->Extensions.EXT_texture_sRGB_decode = true;
+ ctx->Extensions.EXT_texture_sRGB_R8 = true;
ctx->Extensions.EXT_texture_swizzle = true;
ctx->Extensions.EXT_texture_type_2_10_10_10_REV = true;
ctx->Extensions.EXT_vertex_array_bgra = true;