The astc compute decode and lut creation code is copied
from https://github.com/Themaister/Granite/
Always set DECODE_8BIT idea is copied from
https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19886
v2: use astc glsl shader code (Chia-I Wu)
v3: fix 32bit compilation error (Christopher Snowhill)
v4: use pitch to copy in vk_create_fill_image_visible_mem() function
pass correct layer to decode_astc()
v5: use existing ASTCLutHolder (Chia-I Wu)
v6: use only staging buffer (Chia-I Wu)
use texel buffer for partition table (Chia-I Wu)
v7: use 2DArray for input and output
v8: check for == mem_property (Chia-I Wu)
do not use vk_common* functions (Chia-I Wu)
squash single buffer patch (Chia-I Wu)
fix for minTexelBufferOffsetAlignment (Chia-I Wu)
avoid wasting 4 slots (Chia-I Wu)
remove partition_tbl_mask (Chia-I Wu)
remove wrong bindings count (Chia-I Wu)
use binding names from glsl code (Chia-I Wu)
use ARRAY_SIZE (Chia-I Wu)
use VkFormat for getting partition table index (Chia-I Wu)
fix mutex lock (Chia-I Wu)
image layout should be based on function call (Chia-I Wu)
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE is wrong (Chia-I Wu)
add vk_texcompress_astc tag to helpder functions (Chia-I Wu)
remove write_desc_set_count (Chia-I Wu)
use desc_i++ (Chia-I Wu)
add assert for desc_i count at end (Chia-I Wu)
remove unused vk_create_map_texel_buffer() function (Chia-I Wu)
dynamically create the lut offset (Chia-I Wu)
offset not to pass as push contant (Chia-I Wu)
v9: use correct stoage and sampled flags (Chia-I Wu)
always pass single_buf_size (Chia-I Wu)
query drivers for minTexelBufferOffsetAlignment (Chia-I Wu)
remove blank lines (Chia-I Wu)
remove unnecessary if check in destroy (Chia-I Wu)
name label as unlock instead of fail and pass (Chia-I Wu)
use prog_glslang.found() (Chia-I Wu)
add offset,extent check to astc shader (Chia-I Wu)
v10: prog_glslang can be undefined in meson.build (Chia-I Wu)
v11: remove with_texcompress_astc and use required in find_program (Chia-I Wu)
v12: offset are aligned to blk size (Chia-I Wu)
v13: texel_blk_start should be under vulkan if check (Chia-I Wu)
dst image layout is always VK_IMAGE_LAYOUT_GENERAL (Chia-I Wu)
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24672>
This shader originates from Granite 3D engine and has been adapted
to be used with Open GL and some GLSL ES specifics.
GLSL ES adaptation:
- remove Vulkan specifics: EXT_samplerless_texture_functions usage,
specialization constants, push constant usage
- inline bitextract.h
- always DECODE_8BIT and hardcode error color (for now)
- port to GLSL ES, required some type changes, explicit type
conversions and setting up precisions for types
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19886>