-/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
-
/*
* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
*
*/
#include "pipe/p_defines.h"
-#include "util/u_format.h"
+#include "util/format/u_format.h"
#include "freedreno_util.h"
case PIPE_FORMAT_X8Z24_UNORM:
case PIPE_FORMAT_S8_UINT_Z24_UNORM:
return DEPTHX_24_8;
+ case PIPE_FORMAT_Z32_FLOAT:
+ case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
+ return DEPTHX_32;
default:
return ~0;
}
}
}
+/* 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 fdN_tex_swiz() will do the wrong thing,
+ * as it is assuming that you are sampling into normal render target..
+ */
+enum pipe_format
+fd_gmem_restore_format(enum pipe_format format)
+{
+ switch (format) {
+ case PIPE_FORMAT_Z24X8_UNORM:
+ case PIPE_FORMAT_Z24_UNORM_S8_UINT:
+ return PIPE_FORMAT_R8G8B8A8_UNORM;
+ case PIPE_FORMAT_Z16_UNORM:
+ return PIPE_FORMAT_R8G8_UNORM;
+ case PIPE_FORMAT_S8_UINT:
+ return PIPE_FORMAT_R8_UNORM;
+ default:
+ return format;
+ }
+}
enum adreno_rb_blend_factor
fd_blend_factor(unsigned factor)
case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
return FACTOR_ONE_MINUS_CONSTANT_ALPHA;
case PIPE_BLENDFACTOR_INV_SRC1_COLOR:
+ return FACTOR_ONE_MINUS_SRC1_COLOR;
case PIPE_BLENDFACTOR_INV_SRC1_ALPHA:
+ return FACTOR_ONE_MINUS_SRC1_ALPHA;
case PIPE_BLENDFACTOR_SRC1_COLOR:
+ return FACTOR_SRC1_COLOR;
case PIPE_BLENDFACTOR_SRC1_ALPHA:
- /* I don't think these are supported */
+ return FACTOR_SRC1_ALPHA;
default:
DBG("invalid blend factor: %x", factor);
return 0;