Same format code as UINT... might be different in how it's fed into a
shader but we'll deal with that when we get there.
Fixes dEQP-GLES3.functional.vertex_arrays.single_attribute.output_types.usigned_int2_10_10_10.components4_vec2_quads1
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
case PIPE_FORMAT_R10G10B10A2_UINT:
case PIPE_FORMAT_B10G10R10A2_UINT:
+ case PIPE_FORMAT_R10G10B10A2_USCALED:
+ case PIPE_FORMAT_B10G10R10A2_USCALED:
return MALI_RGB10_A2UI;
case PIPE_FORMAT_R10G10B10A2_SSCALED: