@@ -218,7 +218,7 @@ extern "C" {
#define DRM_FORMAT_ABGR16161616 fourcc_code('A', 'B', '4', '8') /* [63:0] A:B:G:R 16:16:16:16 little endian */
/*
- * Floating point 64bpp RGB
+ * Half-Floating point - 16b/component
* IEEE 754-2008 binary16 half-precision float
* [15:0] sign:exponent:mantissa 1:5:10
*/
@@ -228,6 +228,10 @@ extern "C" {
#define DRM_FORMAT_ARGB16161616F fourcc_code('A', 'R', '4', 'H') /* [63:0] A:R:G:B 16:16:16:16 little endian */
#define DRM_FORMAT_ABGR16161616F fourcc_code('A', 'B', '4', 'H') /* [63:0] A:B:G:R 16:16:16:16 little endian */
+#define DRM_FORMAT_R16F fourcc_code('R', ' ', ' ', 'H') /* [15:0] R 16 little endian */
+#define DRM_FORMAT_GR1616F fourcc_code('G', 'R', ' ', 'H') /* [31:0] G:R 16:16 little endian */
+#define DRM_FORMAT_BGR161616F fourcc_code('B', 'G', 'R', 'H') /* [47:0] B:G:R 16:16:16 little endian */
+
/*
* RGBA format with 10-bit components packed in 64-bit per pixel, with 6 bits
* of unused padding per component:
Not something that is likely to be scanned out, but GPUs usually support half-float formats with 1, 2, or possibly 3 components, and it is useful to be able to import/export them with a valid fourcc, and/or use gbm to create them. These correspond to PIPE_FORMAT_{R16,R16G16,R16G16B16}_FLOAT in mesa. Signed-off-by: Rob Clark <robin.clark@oss.qualcomm.com> --- include/uapi/drm/drm_fourcc.h | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-)