mesa/src/intel/vulkan/vk_format_info.h
Jason Ekstrand 1d5ac0a462 anv: Set up binding tables and surface states for input attachments
This commit adds the last remaining bits to support input attachments in
the Intel Vulkan driver.  For color and depth attachments, we allocate an
input attachment surface state during vkCmdBeginRenderPass like we do for
the render target surface states.  This is so that we can incorporate the
clear color and aux information as used in rendering.  For stencil, we just
treat it like a regular texture because we don't there is no aux.  Also,
only having to worry about at most one input attachment surface for each
attachment makes some of the vkCmdBeginRenderPass code simpler.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 13:44:55 -08:00

75 lines
2.3 KiB
C

/*
* Copyright © 2016 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef VK_FORMAT_INFO_H
#define VK_FORMAT_INFO_H
#include <stdbool.h>
#include <vulkan/vulkan.h>
static inline VkImageAspectFlags
vk_format_aspects(VkFormat format)
{
switch (format) {
case VK_FORMAT_UNDEFINED:
return 0;
case VK_FORMAT_S8_UINT:
return VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_FORMAT_D16_UNORM_S8_UINT:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_X8_D24_UNORM_PACK32:
case VK_FORMAT_D32_SFLOAT:
return VK_IMAGE_ASPECT_DEPTH_BIT;
default:
return VK_IMAGE_ASPECT_COLOR_BIT;
}
}
static inline bool
vk_format_is_color(VkFormat format)
{
return vk_format_aspects(format) == VK_IMAGE_ASPECT_COLOR_BIT;
}
static inline bool
vk_format_is_depth_or_stencil(VkFormat format)
{
const VkImageAspectFlags aspects = vk_format_aspects(format);
return aspects & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
}
static inline bool
vk_format_has_depth(VkFormat format)
{
const VkImageAspectFlags aspects = vk_format_aspects(format);
return aspects & VK_IMAGE_ASPECT_DEPTH_BIT;
}
#endif /* VK_FORMAT_INFO_H */