On Tuesday, August 1, 2017 6:16:31 PM PDT Jason Ekstrand wrote:
> Unreal Engine 4 seems to really like VK_FORMAT_R8_SRGB for some reason.
> We don't technically have the hardware format but we do have L8_SRGB.
> It's easy enough to fake with that and a swizzle. While we're at it, we
> may as well support R8G8_SRGB using L8A8_SRGB.
> ---
> src/intel/vulkan/anv_formats.c | 6 ++++--
> 1 file changed, 4 insertions(+), 2 deletions(-)
>
> diff --git a/src/intel/vulkan/anv_formats.c b/src/intel/vulkan/anv_formats.c
> index c656d7e..2309dfe 100644
> --- a/src/intel/vulkan/anv_formats.c
> +++ b/src/intel/vulkan/anv_formats.c
> @@ -74,14 +74,16 @@ static const struct anv_format anv_formats[] = {
> fmt(VK_FORMAT_R8_SSCALED, ISL_FORMAT_R8_SSCALED),
> fmt(VK_FORMAT_R8_UINT, ISL_FORMAT_R8_UINT),
> fmt(VK_FORMAT_R8_SINT, ISL_FORMAT_R8_SINT),
> - fmt(VK_FORMAT_R8_SRGB, ISL_FORMAT_UNSUPPORTED),
> + swiz_fmt(VK_FORMAT_R8_SRGB, ISL_FORMAT_L8_UNORM_SRGB,
> + _ISL_SWIZZLE(RED, ZERO, ZERO,
> ONE)),
> fmt(VK_FORMAT_R8G8_UNORM, ISL_FORMAT_R8G8_UNORM),
> fmt(VK_FORMAT_R8G8_SNORM, ISL_FORMAT_R8G8_SNORM),
> fmt(VK_FORMAT_R8G8_USCALED, ISL_FORMAT_R8G8_USCALED),
> fmt(VK_FORMAT_R8G8_SSCALED, ISL_FORMAT_R8G8_SSCALED),
> fmt(VK_FORMAT_R8G8_UINT, ISL_FORMAT_R8G8_UINT),
> fmt(VK_FORMAT_R8G8_SINT, ISL_FORMAT_R8G8_SINT),
> - fmt(VK_FORMAT_R8G8_SRGB, ISL_FORMAT_UNSUPPORTED), /*
> L8A8_UNORM_SRGB */
> + swiz_fmt(VK_FORMAT_R8G8_SRGB, ISL_FORMAT_L8A8_UNORM_SRGB,
> + _ISL_SWIZZLE(RED, ALPHA, ZERO,
> ONE)),
> fmt(VK_FORMAT_R8G8B8_UNORM, ISL_FORMAT_R8G8B8_UNORM),
> fmt(VK_FORMAT_R8G8B8_SNORM, ISL_FORMAT_R8G8B8_SNORM),
> fmt(VK_FORMAT_R8G8B8_USCALED, ISL_FORMAT_R8G8B8_USCALED),
> L/LA formats are still wasteful (converted to RGBA early in the pipe), but I guess the alternative is for the app to fall back to RGBA...which is the same cost... Not thrilled about this but I guess it's the best we can do. Reviewed-by: Kenneth Graunke <[email protected]>
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