The shader code required to do this is int(sat(x) * UINT24_MAX) which isn't really worth all the effort to avoid. Doing the format conversion, on the other hand, prevents us from sampling with HiZ which is something that we very much want on gen8-9 where we can.
4a1093005cf blorp: Stop whacking Z24 depth to BGRA8
src/intel/blorp/blorp_blit.c | 11 -----------
1 file changed, 11 deletions(-)