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>
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@@ -2178,6 +2178,9 @@ agx_build_meta(struct agx_batch *batch, bool store, bool partial_render)
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struct agx_ptr pbe =
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agx_pool_alloc_aligned(&batch->pool, AGX_PBE_LENGTH, 256);
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/* The tilebuffer is already in sRGB space if needed. Do not convert */
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view.format = util_format_linear(view.format);
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agx_batch_upload_pbe(pbe.cpu, &view);
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agx_usc_pack(&b, TEXTURE, cfg) {
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