blob: f1b4cb87ce0e0568d89b8435af6bbd03f7881cc0 [file] [log] [blame]
// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/native/Format.h"
#include <bitset>
#include "dawn/native/Device.h"
#include "dawn/native/EnumMaskIterator.h"
#include "dawn/native/Features.h"
#include "dawn/native/Texture.h"
namespace dawn::native {
// Format
// TODO(dawn:527): Remove when unused.
SampleTypeBit ToSampleTypeBit(wgpu::TextureComponentType type) {
switch (type) {
case wgpu::TextureComponentType::Float:
return SampleTypeBit::Float;
case wgpu::TextureComponentType::Sint:
return SampleTypeBit::Sint;
case wgpu::TextureComponentType::Uint:
return SampleTypeBit::Uint;
case wgpu::TextureComponentType::DepthComparison:
return SampleTypeBit::Depth;
}
UNREACHABLE();
}
SampleTypeBit SampleTypeToSampleTypeBit(wgpu::TextureSampleType sampleType) {
switch (sampleType) {
case wgpu::TextureSampleType::Float:
case wgpu::TextureSampleType::UnfilterableFloat:
case wgpu::TextureSampleType::Sint:
case wgpu::TextureSampleType::Uint:
case wgpu::TextureSampleType::Depth:
case wgpu::TextureSampleType::Undefined:
// When the compiler complains that you need to add a case statement here, please
// also add a corresponding static assert below!
break;
}
static_assert(static_cast<uint32_t>(wgpu::TextureSampleType::Undefined) == 0);
if (sampleType == wgpu::TextureSampleType::Undefined) {
return SampleTypeBit::None;
}
// Check that SampleTypeBit bits are in the same position / order as the respective
// wgpu::TextureSampleType value.
static_assert(SampleTypeBit::Float ==
static_cast<SampleTypeBit>(
1 << (static_cast<uint32_t>(wgpu::TextureSampleType::Float) - 1)));
static_assert(
SampleTypeBit::UnfilterableFloat ==
static_cast<SampleTypeBit>(
1 << (static_cast<uint32_t>(wgpu::TextureSampleType::UnfilterableFloat) - 1)));
static_assert(SampleTypeBit::Uint ==
static_cast<SampleTypeBit>(
1 << (static_cast<uint32_t>(wgpu::TextureSampleType::Uint) - 1)));
static_assert(SampleTypeBit::Sint ==
static_cast<SampleTypeBit>(
1 << (static_cast<uint32_t>(wgpu::TextureSampleType::Sint) - 1)));
static_assert(SampleTypeBit::Depth ==
static_cast<SampleTypeBit>(
1 << (static_cast<uint32_t>(wgpu::TextureSampleType::Depth) - 1)));
return static_cast<SampleTypeBit>(1 << (static_cast<uint32_t>(sampleType) - 1));
}
bool Format::IsColor() const {
return aspects == Aspect::Color;
}
bool Format::HasDepth() const {
return (aspects & Aspect::Depth) != 0;
}
bool Format::HasStencil() const {
return (aspects & Aspect::Stencil) != 0;
}
bool Format::HasDepthOrStencil() const {
return (aspects & (Aspect::Depth | Aspect::Stencil)) != 0;
}
bool Format::IsMultiPlanar() const {
return (aspects & (Aspect::Plane0 | Aspect::Plane1)) != 0;
}
bool Format::CopyCompatibleWith(const Format& format) const {
// TODO(crbug.com/dawn/1332): Add a Format compatibility matrix.
return baseFormat == format.baseFormat;
}
bool Format::ViewCompatibleWith(const Format& format) const {
// TODO(crbug.com/dawn/1332): Add a Format compatibility matrix.
return baseFormat == format.baseFormat;
}
const AspectInfo& Format::GetAspectInfo(wgpu::TextureAspect aspect) const {
return GetAspectInfo(SelectFormatAspects(*this, aspect));
}
const AspectInfo& Format::GetAspectInfo(Aspect aspect) const {
ASSERT(HasOneBit(aspect));
ASSERT(aspects & aspect);
const size_t aspectIndex = GetAspectIndex(aspect);
ASSERT(aspectIndex < GetAspectCount(aspects));
return aspectInfo[aspectIndex];
}
FormatIndex Format::GetIndex() const {
return ComputeFormatIndex(format);
}
// FormatSet implementation
bool FormatSet::operator[](const Format& format) const {
return Base::operator[](format.GetIndex());
}
typename std::bitset<kKnownFormatCount>::reference FormatSet::operator[](const Format& format) {
return Base::operator[](format.GetIndex());
}
// Implementation details of the format table of the DeviceBase
// For the enum for formats are packed but this might change when we have a broader feature
// mechanism for webgpu.h. Formats start at 1 because 0 is the undefined format.
FormatIndex ComputeFormatIndex(wgpu::TextureFormat format) {
// This takes advantage of overflows to make the index of TextureFormat::Undefined outside
// of the range of the FormatTable.
static_assert(static_cast<uint32_t>(wgpu::TextureFormat::Undefined) - 1 > kKnownFormatCount);
return static_cast<FormatIndex>(static_cast<uint32_t>(format) - 1);
}
FormatTable BuildFormatTable(const DeviceBase* device) {
FormatTable table;
FormatSet formatsSet;
static constexpr SampleTypeBit kAnyFloat =
SampleTypeBit::Float | SampleTypeBit::UnfilterableFloat;
auto AddFormat = [&table, &formatsSet](Format format) {
FormatIndex index = ComputeFormatIndex(format.format);
ASSERT(index < table.size());
// This checks that each format is set at most once, the first part of checking that all
// formats are set exactly once.
ASSERT(!formatsSet[index]);
// Vulkan describes bytesPerRow in units of texels. If there's any format for which this
// ASSERT isn't true, then additional validation on bytesPerRow must be added.
const bool hasMultipleAspects = !HasOneBit(format.aspects);
ASSERT(hasMultipleAspects ||
(kTextureBytesPerRowAlignment % format.aspectInfo[0].block.byteSize) == 0);
table[index] = format;
formatsSet.set(index);
};
auto AddColorFormat =
[&AddFormat](wgpu::TextureFormat format, bool renderable, bool supportsStorageUsage,
bool supportsMultisample, bool supportsResolveTarget, uint32_t byteSize,
SampleTypeBit sampleTypes, uint8_t componentCount,
wgpu::TextureFormat baseFormat = wgpu::TextureFormat::Undefined) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = renderable;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = supportsStorageUsage;
if (supportsMultisample) {
ASSERT(renderable);
}
internalFormat.supportsMultisample = supportsMultisample;
internalFormat.supportsResolveTarget = supportsResolveTarget;
internalFormat.aspects = Aspect::Color;
internalFormat.componentCount = componentCount;
// Default baseFormat of each color formats should be themselves.
if (baseFormat == wgpu::TextureFormat::Undefined) {
internalFormat.baseFormat = format;
} else {
internalFormat.baseFormat = baseFormat;
}
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = byteSize;
firstAspect->block.width = 1;
firstAspect->block.height = 1;
if (HasOneBit(sampleTypes)) {
switch (sampleTypes) {
case SampleTypeBit::Float:
case SampleTypeBit::UnfilterableFloat:
firstAspect->baseType = wgpu::TextureComponentType::Float;
break;
case SampleTypeBit::Sint:
firstAspect->baseType = wgpu::TextureComponentType::Sint;
break;
case SampleTypeBit::Uint:
firstAspect->baseType = wgpu::TextureComponentType::Uint;
break;
default:
UNREACHABLE();
}
} else {
ASSERT((sampleTypes & SampleTypeBit::Float) != 0);
firstAspect->baseType = wgpu::TextureComponentType::Float;
}
firstAspect->supportedSampleTypes = sampleTypes;
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
bool isSupported) {
Format internalFormat;
internalFormat.format = format;
internalFormat.baseFormat = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.supportsMultisample = true;
internalFormat.supportsResolveTarget = false;
internalFormat.aspects = Aspect::Depth;
internalFormat.componentCount = 1;
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = byteSize;
firstAspect->block.width = 1;
firstAspect->block.height = 1;
firstAspect->baseType = wgpu::TextureComponentType::Float;
firstAspect->supportedSampleTypes = SampleTypeBit::Depth;
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddStencilFormat = [&AddFormat](wgpu::TextureFormat format, bool isSupported) {
Format internalFormat;
internalFormat.format = format;
internalFormat.baseFormat = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.supportsMultisample = true;
internalFormat.supportsResolveTarget = false;
internalFormat.aspects = Aspect::Stencil;
internalFormat.componentCount = 1;
// Duplicate the data for the stencil aspect in both the first and second aspect info.
// - aspectInfo[0] is used by AddMultiAspectFormat to copy the info for the whole
// stencil8 aspect of depth-stencil8 formats.
// - aspectInfo[1] is the actual info used in the rest of Dawn since
// GetAspectIndex(Aspect::Stencil) is 1.
ASSERT(GetAspectIndex(Aspect::Stencil) == 1);
internalFormat.aspectInfo[0].block.byteSize = 1;
internalFormat.aspectInfo[0].block.width = 1;
internalFormat.aspectInfo[0].block.height = 1;
internalFormat.aspectInfo[0].baseType = wgpu::TextureComponentType::Uint;
internalFormat.aspectInfo[0].supportedSampleTypes = SampleTypeBit::Uint;
internalFormat.aspectInfo[0].format = format;
internalFormat.aspectInfo[1] = internalFormat.aspectInfo[0];
AddFormat(internalFormat);
};
auto AddCompressedFormat =
[&AddFormat](wgpu::TextureFormat format, uint32_t byteSize, uint32_t width, uint32_t height,
bool isSupported, uint8_t componentCount,
wgpu::TextureFormat baseFormat = wgpu::TextureFormat::Undefined) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = false;
internalFormat.isCompressed = true;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.supportsMultisample = false;
internalFormat.supportsResolveTarget = false;
internalFormat.aspects = Aspect::Color;
internalFormat.componentCount = componentCount;
// Default baseFormat of each compressed formats should be themselves.
if (baseFormat == wgpu::TextureFormat::Undefined) {
internalFormat.baseFormat = format;
} else {
internalFormat.baseFormat = baseFormat;
}
AspectInfo* firstAspect = internalFormat.aspectInfo.data();
firstAspect->block.byteSize = byteSize;
firstAspect->block.width = width;
firstAspect->block.height = height;
firstAspect->baseType = wgpu::TextureComponentType::Float;
firstAspect->supportedSampleTypes = kAnyFloat;
firstAspect->format = format;
AddFormat(internalFormat);
};
auto AddMultiAspectFormat =
[&AddFormat, &table](wgpu::TextureFormat format, Aspect aspects,
wgpu::TextureFormat firstFormat, wgpu::TextureFormat secondFormat,
bool isRenderable, bool isSupported, bool supportsMultisample,
uint8_t componentCount) {
Format internalFormat;
internalFormat.format = format;
internalFormat.baseFormat = format;
internalFormat.isRenderable = isRenderable;
internalFormat.isCompressed = false;
internalFormat.isSupported = isSupported;
internalFormat.supportsStorageUsage = false;
internalFormat.supportsMultisample = supportsMultisample;
internalFormat.supportsResolveTarget = false;
internalFormat.aspects = aspects;
internalFormat.componentCount = componentCount;
// Multi aspect formats just copy information about single-aspect formats. This
// means that the single-plane formats must have been added before multi-aspect
// ones. (it is ASSERTed below).
const FormatIndex firstFormatIndex = ComputeFormatIndex(firstFormat);
const FormatIndex secondFormatIndex = ComputeFormatIndex(secondFormat);
ASSERT(table[firstFormatIndex].aspectInfo[0].format != wgpu::TextureFormat::Undefined);
ASSERT(table[secondFormatIndex].aspectInfo[0].format != wgpu::TextureFormat::Undefined);
internalFormat.aspectInfo[0] = table[firstFormatIndex].aspectInfo[0];
internalFormat.aspectInfo[1] = table[secondFormatIndex].aspectInfo[0];
AddFormat(internalFormat);
};
// clang-format off
// 1 byte color formats
AddColorFormat(wgpu::TextureFormat::R8Unorm, true, false, true, true, 1, kAnyFloat, 1);
AddColorFormat(wgpu::TextureFormat::R8Snorm, false, false, false, false, 1, kAnyFloat, 1);
AddColorFormat(wgpu::TextureFormat::R8Uint, true, false, true, false, 1, SampleTypeBit::Uint, 1);
AddColorFormat(wgpu::TextureFormat::R8Sint, true, false, true, false, 1, SampleTypeBit::Sint, 1);
// 2 bytes color formats
AddColorFormat(wgpu::TextureFormat::R16Uint, true, false, true, false, 2, SampleTypeBit::Uint, 1);
AddColorFormat(wgpu::TextureFormat::R16Sint, true, false, true, false, 2, SampleTypeBit::Sint, 1);
AddColorFormat(wgpu::TextureFormat::R16Float, true, false, true, true, 2, kAnyFloat, 1);
AddColorFormat(wgpu::TextureFormat::RG8Unorm, true, false, true, true, 2, kAnyFloat, 2);
AddColorFormat(wgpu::TextureFormat::RG8Snorm, false, false, false, false, 2, kAnyFloat, 2);
AddColorFormat(wgpu::TextureFormat::RG8Uint, true, false, true, false, 2, SampleTypeBit::Uint, 2);
AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, true, false, 2, SampleTypeBit::Sint, 2);
// 4 bytes color formats
AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, false, false, 4, SampleTypeBit::Uint, 1);
AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, false, false, 4, SampleTypeBit::Sint, 1);
AddColorFormat(wgpu::TextureFormat::R32Float, true, true, true, false, 4, SampleTypeBit::UnfilterableFloat, 1);
AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, true, false, 4, SampleTypeBit::Uint, 2);
AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, true, false, 4, SampleTypeBit::Sint, 2);
AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, true, true, 4, kAnyFloat, 2);
AddColorFormat(wgpu::TextureFormat::RGBA8Unorm, true, true, true, true, 4, kAnyFloat, 4);
AddColorFormat(wgpu::TextureFormat::RGBA8UnormSrgb, true, false, true, true, 4, kAnyFloat, 4, wgpu::TextureFormat::RGBA8Unorm);
AddColorFormat(wgpu::TextureFormat::RGBA8Snorm, false, true, false, false, 4, kAnyFloat, 4);
AddColorFormat(wgpu::TextureFormat::RGBA8Uint, true, true, true, false, 4, SampleTypeBit::Uint, 4);
AddColorFormat(wgpu::TextureFormat::RGBA8Sint, true, true, true, false, 4, SampleTypeBit::Sint, 4);
AddColorFormat(wgpu::TextureFormat::BGRA8Unorm, true, false, true, true, 4, kAnyFloat, 4);
AddColorFormat(wgpu::TextureFormat::BGRA8UnormSrgb, true, false, true, true, 4, kAnyFloat, 4, wgpu::TextureFormat::BGRA8Unorm);
AddColorFormat(wgpu::TextureFormat::RGB10A2Unorm, true, false, true, true, 4, kAnyFloat, 4);
AddColorFormat(wgpu::TextureFormat::RG11B10Ufloat, false, false, false, false, 4, kAnyFloat, 3);
AddColorFormat(wgpu::TextureFormat::RGB9E5Ufloat, false, false, false, false, 4, kAnyFloat, 3);
// 8 bytes color formats
AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, false, false, 8, SampleTypeBit::Uint, 2);
AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, false, false, 8, SampleTypeBit::Sint, 2);
AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, false, false, 8, SampleTypeBit::UnfilterableFloat, 2);
AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, true, false, 8, SampleTypeBit::Uint, 4);
AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, true, false, 8, SampleTypeBit::Sint, 4);
AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, true, true, 8, kAnyFloat, 4);
// 16 bytes color formats
AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, false, false, 16, SampleTypeBit::Uint, 4);
AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, false, false, 16, SampleTypeBit::Sint, 4);
AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, false, false, 16, SampleTypeBit::UnfilterableFloat, 4);
// Depth-stencil formats
AddStencilFormat(wgpu::TextureFormat::Stencil8, true);
AddDepthFormat(wgpu::TextureFormat::Depth16Unorm, 2, true);
// TODO(crbug.com/dawn/843): This is 4 because we read this to perform zero initialization,
// and textures are always use depth32float. We should improve this to be more robust. Perhaps,
// using 0 here to mean "unsized" and adding a backend-specific query for the block size.
AddDepthFormat(wgpu::TextureFormat::Depth24Plus, 4, true);
AddMultiAspectFormat(wgpu::TextureFormat::Depth24PlusStencil8,
Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, true, true, 2);
bool isD24S8Supported = device->IsFeatureEnabled(Feature::Depth24UnormStencil8);
AddMultiAspectFormat(wgpu::TextureFormat::Depth24UnormStencil8,
Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Stencil8, true, isD24S8Supported, true, 2);
AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4, true);
bool isD32S8Supported = device->IsFeatureEnabled(Feature::Depth32FloatStencil8);
AddMultiAspectFormat(wgpu::TextureFormat::Depth32FloatStencil8,
Aspect::Depth | Aspect::Stencil, wgpu::TextureFormat::Depth32Float, wgpu::TextureFormat::Stencil8, true, isD32S8Supported, true, 2);
// BC compressed formats
bool isBCFormatSupported = device->IsFeatureEnabled(Feature::TextureCompressionBC);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnorm, 8, 4, 4, isBCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::BC1RGBAUnormSrgb, 8, 4, 4, isBCFormatSupported, 4, wgpu::TextureFormat::BC1RGBAUnorm);
AddCompressedFormat(wgpu::TextureFormat::BC4RSnorm, 8, 4, 4, isBCFormatSupported, 1);
AddCompressedFormat(wgpu::TextureFormat::BC4RUnorm, 8, 4, 4, isBCFormatSupported, 1);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnorm, 16, 4, 4, isBCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::BC2RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported, 4, wgpu::TextureFormat::BC2RGBAUnorm);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnorm, 16, 4, 4, isBCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::BC3RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported, 4, wgpu::TextureFormat::BC3RGBAUnorm);
AddCompressedFormat(wgpu::TextureFormat::BC5RGSnorm, 16, 4, 4, isBCFormatSupported, 2);
AddCompressedFormat(wgpu::TextureFormat::BC5RGUnorm, 16, 4, 4, isBCFormatSupported, 2);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBFloat, 16, 4, 4, isBCFormatSupported, 3);
AddCompressedFormat(wgpu::TextureFormat::BC6HRGBUfloat, 16, 4, 4, isBCFormatSupported, 3);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnorm, 16, 4, 4, isBCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::BC7RGBAUnormSrgb, 16, 4, 4, isBCFormatSupported, 4, wgpu::TextureFormat::BC7RGBAUnorm);
// ETC2/EAC compressed formats
bool isETC2FormatSupported = device->IsFeatureEnabled(Feature::TextureCompressionETC2);
AddCompressedFormat(wgpu::TextureFormat::ETC2RGB8Unorm, 8, 4, 4, isETC2FormatSupported, 3);
AddCompressedFormat(wgpu::TextureFormat::ETC2RGB8UnormSrgb, 8, 4, 4, isETC2FormatSupported, 3, wgpu::TextureFormat::ETC2RGB8Unorm);
AddCompressedFormat(wgpu::TextureFormat::ETC2RGB8A1Unorm, 8, 4, 4, isETC2FormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ETC2RGB8A1UnormSrgb, 8, 4, 4, isETC2FormatSupported, 4, wgpu::TextureFormat::ETC2RGB8A1Unorm);
AddCompressedFormat(wgpu::TextureFormat::ETC2RGBA8Unorm, 16, 4, 4, isETC2FormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ETC2RGBA8UnormSrgb, 16, 4, 4, isETC2FormatSupported, 4, wgpu::TextureFormat::ETC2RGBA8Unorm);
AddCompressedFormat(wgpu::TextureFormat::EACR11Unorm, 8, 4, 4, isETC2FormatSupported, 1);
AddCompressedFormat(wgpu::TextureFormat::EACR11Snorm, 8, 4, 4, isETC2FormatSupported, 1);
AddCompressedFormat(wgpu::TextureFormat::EACRG11Unorm, 16, 4, 4, isETC2FormatSupported, 2);
AddCompressedFormat(wgpu::TextureFormat::EACRG11Snorm, 16, 4, 4, isETC2FormatSupported, 2);
// ASTC compressed formats
bool isASTCFormatSupported = device->IsFeatureEnabled(Feature::TextureCompressionASTC);
AddCompressedFormat(wgpu::TextureFormat::ASTC4x4Unorm, 16, 4, 4, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC4x4UnormSrgb, 16, 4, 4, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC4x4Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC5x4Unorm, 16, 5, 4, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC5x4UnormSrgb, 16, 5, 4, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC5x4Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC5x5Unorm, 16, 5, 5, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC5x5UnormSrgb, 16, 5, 5, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC5x5Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC6x5Unorm, 16, 6, 5, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC6x5UnormSrgb, 16, 6, 5, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC6x5Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC6x6Unorm, 16, 6, 6, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC6x6UnormSrgb, 16, 6, 6, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC6x6Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC8x5Unorm, 16, 8, 5, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC8x5UnormSrgb, 16, 8, 5, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC8x5Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC8x6Unorm, 16, 8, 6, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC8x6UnormSrgb, 16, 8, 6, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC8x6Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC8x8Unorm, 16, 8, 8, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC8x8UnormSrgb, 16, 8, 8, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC8x8Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x5Unorm, 16, 10, 5, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x5UnormSrgb, 16, 10, 5, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC10x5Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x6Unorm, 16, 10, 6, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x6UnormSrgb, 16, 10, 6, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC10x6Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x8Unorm, 16, 10, 8, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x8UnormSrgb, 16, 10, 8, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC10x8Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x10Unorm, 16, 10, 10, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC10x10UnormSrgb, 16, 10, 10, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC10x10Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC12x10Unorm, 16, 12, 10, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC12x10UnormSrgb, 16, 12, 10, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC12x10Unorm);
AddCompressedFormat(wgpu::TextureFormat::ASTC12x12Unorm, 16, 12, 12, isASTCFormatSupported, 4);
AddCompressedFormat(wgpu::TextureFormat::ASTC12x12UnormSrgb, 16, 12, 12, isASTCFormatSupported, 4, wgpu::TextureFormat::ASTC12x12Unorm);
// multi-planar formats
const bool isMultiPlanarFormatSupported = device->IsFeatureEnabled(Feature::MultiPlanarFormats);
AddMultiAspectFormat(wgpu::TextureFormat::R8BG8Biplanar420Unorm, Aspect::Plane0 | Aspect::Plane1,
wgpu::TextureFormat::R8Unorm, wgpu::TextureFormat::RG8Unorm, false, isMultiPlanarFormatSupported, false, 3);
// clang-format on
// This checks that each format is set at least once, the second part of checking that all
// formats are checked exactly once.
ASSERT(formatsSet.all());
return table;
}
} // namespace dawn::native