Graphics: Switch glyph atlases to R8 instead of A8

A8 can't be supported efficiently on API lacking texture swizzle support (DX, WebGL, WebGPU), so we swizzle in the shader instead
This commit is contained in:
SirLynix
2023-02-22 19:11:41 +01:00
parent b38f9dc79b
commit 5833ce573d
10 changed files with 46 additions and 13 deletions

View File

@@ -39,7 +39,7 @@ namespace Nz
TextureInfo textureInfo;
textureInfo.width = size.x;
textureInfo.height = size.y;
textureInfo.pixelFormat = PixelFormat::A8;
textureInfo.pixelFormat = PixelFormat::R8;
textureInfo.type = ImageType::E2D;
textureInfo.usageFlags = TextureUsage::ShaderSampling | TextureUsage::TransferSource | TextureUsage::TransferDestination;

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@@ -80,7 +80,7 @@ fn main(input: FragIn) -> FragOut
let color = settings.BaseColor;
const if (HasUV)
color *= TextureOverlay.Sample(input.uv).rrrg;
color.a *= TextureOverlay.Sample(input.uv).r;
const if (HasColor)
color *= input.color;

View File

@@ -129,7 +129,7 @@ fn main(input: VertToFrag) -> FragOut
let color = settings.BaseColor;
const if (HasUV)
color *= TextureOverlay.Sample(input.uv).rrrg;
color.a *= TextureOverlay.Sample(input.uv).r;
const if (HasColor)
color *= input.color;

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@@ -115,7 +115,7 @@ fn main(input: VertToFrag) -> FragOut
let color = settings.BaseColor;
const if (HasUV)
color *= TextureOverlay.Sample(input.uv).rrrg;
color.a *= TextureOverlay.Sample(input.uv).r;
const if (HasColor)
color *= input.color;

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@@ -233,6 +233,8 @@ namespace Nz
case PixelFormat::Undefined:
return false;
// the following formats are emulated using texture swizzling which isn't supported on WebGL
// https://registry.khronos.org/webgl/specs/latest/2.0/#5.19
case PixelFormat::A8:
case PixelFormat::BGR8:
case PixelFormat::BGR8_SRGB:
@@ -240,6 +242,12 @@ namespace Nz
case PixelFormat::BGRA8_SRGB:
case PixelFormat::L8:
case PixelFormat::LA8:
#ifdef NAZARA_PLATFORM_WEB
return false;
#else
[[fallthrough]];
#endif
case PixelFormat::R8:
case PixelFormat::R8I:
case PixelFormat::R8UI:

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@@ -54,12 +54,20 @@ namespace Nz
if (!context.DidLastCallSucceed())
throw std::runtime_error("failed to create texture");
#ifndef NAZARA_PLATFORM_WEB
m_texture.SetParameteri(GL_TEXTURE_MAX_LEVEL, m_textureInfo.levelCount);
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_R, format->swizzleR);
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_G, format->swizzleG);
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_B, format->swizzleB);
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_A, format->swizzleA);
#ifndef NAZARA_PLATFORM_WEB
if (format->swizzleR != GL_RED)
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_R, format->swizzleR);
if (format->swizzleG != GL_GREEN)
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_G, format->swizzleG);
if (format->swizzleB != GL_BLUE)
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_B, format->swizzleB);
if (format->swizzleA != GL_ALPHA)
m_texture.SetParameteri(GL_TEXTURE_SWIZZLE_A, format->swizzleA);
#endif
}

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@@ -438,6 +438,8 @@ namespace Nz
case PixelFormat::Depth24Stencil8:
case PixelFormat::Depth32F:
case PixelFormat::Depth32FStencil8:
case PixelFormat::R8:
case PixelFormat::RG8:
case PixelFormat::RGB8:
case PixelFormat::RGB8_SRGB:
case PixelFormat::RGBA8: