OpenGL3: Sort out texture color format support

This commit is contained in:
numzero
2023-04-20 17:40:51 +03:00
committed by sfan5
parent 49b6ccde72
commit 1387370260
5 changed files with 107 additions and 228 deletions

View File

@ -4,6 +4,7 @@
#include "Driver.h"
#include <cassert>
#include <CColorConverter.h>
namespace irr {
namespace video {
@ -30,6 +31,76 @@ namespace video {
else
initExtensionsOld();
if (Version.Major >= 3) {
// NOTE floating-point formats may not be suitable for render targets.
TextureFormats[ECF_A1R5G5B5] = {GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, CColorConverter::convert_A1R5G5B5toR5G5B5A1};
TextureFormats[ECF_R5G6B5] = {GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5};
TextureFormats[ECF_R8G8B8] = {GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE};
TextureFormats[ECF_A8R8G8B8] = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, CColorConverter::convert_A8R8G8B8toA8B8G8R8};
TextureFormats[ECF_R16F] = {GL_R16F, GL_RED, GL_HALF_FLOAT};
TextureFormats[ECF_G16R16F] = {GL_RG16F, GL_RG, GL_HALF_FLOAT};
TextureFormats[ECF_A16B16G16R16F] = {GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT};
TextureFormats[ECF_R32F] = {GL_R32F, GL_RED, GL_FLOAT};
TextureFormats[ECF_G32R32F] = {GL_RG32F, GL_RG, GL_FLOAT};
TextureFormats[ECF_A32B32G32R32F] = {GL_RGBA32F, GL_RGBA, GL_FLOAT};
TextureFormats[ECF_R8] = {GL_R8, GL_RED, GL_UNSIGNED_BYTE};
TextureFormats[ECF_R8G8] = {GL_RG8, GL_RG, GL_UNSIGNED_BYTE};
TextureFormats[ECF_D16] = {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
TextureFormats[ECF_D24S8] = {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8};
if (FeatureAvailable[IRR_GL_EXT_texture_format_BGRA8888])
TextureFormats[ECF_A8R8G8B8] = {GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE};
else if (FeatureAvailable[IRR_GL_APPLE_texture_format_BGRA8888])
TextureFormats[ECF_A8R8G8B8] = {GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE};
if (FeatureAvailable[IRR_GL_OES_depth32])
TextureFormats[ECF_D32] = {GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT};
} else {
// NOTE These are *texture* formats. They may or may not be suitable
// for render targets. The specs only talks on *sized* formats for the
// latter but forbids creating textures with sized internal formats,
// reserving them for renderbuffers.
static const GLenum HALF_FLOAT_OES = 0x8D61; // not equal to GL_HALF_FLOAT
TextureFormats[ECF_A1R5G5B5] = {GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, CColorConverter::convert_A1R5G5B5toR5G5B5A1};
TextureFormats[ECF_R5G6B5] = {GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5};
TextureFormats[ECF_R8G8B8] = {GL_RGB, GL_RGB, GL_UNSIGNED_BYTE};
TextureFormats[ECF_A8R8G8B8] = {GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, CColorConverter::convert_A8R8G8B8toA8B8G8R8};
if (FeatureAvailable[IRR_GL_EXT_texture_format_BGRA8888])
TextureFormats[ECF_A8R8G8B8] = {GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE};
else if (FeatureAvailable[IRR_GL_APPLE_texture_format_BGRA8888])
TextureFormats[ECF_A8R8G8B8] = {GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE};
if (FeatureAvailable[IRR_GL_OES_texture_half_float]) {
TextureFormats[ECF_A16B16G16R16F] = {GL_RGBA, GL_RGBA, HALF_FLOAT_OES};
}
if (FeatureAvailable[IRR_GL_OES_texture_float]) {
TextureFormats[ECF_A32B32G32R32F] = {GL_RGBA, GL_RGBA, GL_FLOAT};
}
if (FeatureAvailable[IRR_GL_EXT_texture_rg]) {
TextureFormats[ECF_R8] = {GL_RED, GL_RED, GL_UNSIGNED_BYTE};
TextureFormats[ECF_R8G8] = {GL_RG, GL_RG, GL_UNSIGNED_BYTE};
if (FeatureAvailable[IRR_GL_OES_texture_half_float]) {
TextureFormats[ECF_R16F] = {GL_RED, GL_RED, HALF_FLOAT_OES};
TextureFormats[ECF_G16R16F] = {GL_RG, GL_RG, HALF_FLOAT_OES};
}
if (FeatureAvailable[IRR_GL_OES_texture_float]) {
TextureFormats[ECF_R32F] = {GL_RED, GL_RED, GL_FLOAT};
TextureFormats[ECF_G32R32F] = {GL_RG, GL_RG, GL_FLOAT};
}
}
if (FeatureAvailable[IRR_GL_OES_depth_texture]) {
TextureFormats[ECF_D16] = {GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
if (FeatureAvailable[IRR_GL_OES_depth32])
TextureFormats[ECF_D32] = {GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT};
if (FeatureAvailable[IRR_GL_OES_packed_depth_stencil])
TextureFormats[ECF_D24S8] = {GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8};
}
}
const bool MRTSupported = Version.Major >= 3 || queryExtension("GL_EXT_draw_buffers");
AnisotropicFilterSupported = queryExtension("GL_EXT_texture_filter_anisotropic");
BlendMinMaxSupported = (Version.Major >= 3) || FeatureAvailable[IRR_GL_EXT_blend_minmax];