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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/v3d/v3d_format_table.h
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/*
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* Copyright © 2014-2018 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#define V3D_OUTPUT_IMAGE_FORMAT_NO 255
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#include <stdbool.h>
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#include <stdint.h>
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struct v3d_format {
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/** Set if the pipe format is defined in the table. */
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bool present;
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/** One of V3D33_OUTPUT_IMAGE_FORMAT_*, or OUTPUT_IMAGE_FORMAT_NO */
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uint8_t rt_type;
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/** One of V3D33_TEXTURE_DATA_FORMAT_*. */
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uint8_t tex_type;
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/**
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* Swizzle to apply to the RGBA shader output for storing to the tile
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* buffer, to the RGBA tile buffer to produce shader input (for
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* blending), and for turning the rgba8888 texture sampler return
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* value into shader rgba values.
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*/
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uint8_t swizzle[4];
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/* Whether the return value is 16F/I/UI or 32F/I/UI. */
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uint8_t return_size;
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/* If return_size == 32, how many channels are returned by texturing.
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* 16 always returns 2 pairs of 16 bit values.
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*/
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uint8_t return_channels;
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};
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