asahi: Make clear the non-sRGBness of EOT images
authorAlyssa Rosenzweig <alyssa@rosenzweig.io>
Wed, 28 Jun 2023 19:41:28 +0000 (15:41 -0400)
committerMarge Bot <emma+marge@anholt.net>
Thu, 20 Jul 2023 15:33:28 +0000 (15:33 +0000)
commit6788194c3944797c12f4e4f561769ab0d259d1ef
tree7c5a56443161c9b837824edbd7ff1b60e8a344f7
parent8db9eeaeece9e384a62cdf3b0fb9354ea45bc795
asahi: Make clear the non-sRGBness of EOT images

For sRGB render targets, we encode sRGB when writing pixels into the tilebuffer
(in the fragment shader), not when writing out the image. When we actually write
out the tilebuffer to the image, we don't use the PBE's sRGB conversion, we just
bind it as a UNORM 8 image and blit the pre-transformed pixels.

We're about to add real sRGB support for the PBE, so make this linearization
explicit.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
src/gallium/drivers/asahi/agx_state.c