vc4: Add support for all the texture and FBO formats we can.
Now that tiling is in place, we can expose the other formats. Depth is still broken (need to make changes in the shader), but if you don't expose it things crash all over. SNORM is dropped, but we could re-add it later with some shader fixes to handle converting between [0,1] and [-1,1].
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@@ -267,11 +267,14 @@ static enum vc4_texture_data_type
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get_resource_texture_format(struct pipe_resource *prsc)
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{
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struct vc4_resource *rsc = vc4_resource(prsc);
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uint8_t format = vc4_get_tex_format(prsc->format);
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if (rsc->tiled)
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return VC4_TEXTURE_TYPE_RGBA8888;
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else
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if (!rsc->tiled) {
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assert(format == VC4_TEXTURE_TYPE_RGBA8888);
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return VC4_TEXTURE_TYPE_RGBA32R;
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}
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return format;
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}
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static struct pipe_resource *
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