Renderer: Fix A8, L8 and LA8 support for both OpenGL and Vulkan
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601a0cedec
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b6745b2906
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@ -15,7 +15,7 @@ namespace Nz
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// TODO: Fill this switch
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switch (pixelFormat)
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{
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case PixelFormat::A8: return GLTextureFormat{ GL_R8, GL_RED, GL_UNSIGNED_BYTE, GL_ZERO, GL_ZERO, GL_ZERO, GL_RED };
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case PixelFormat::A8: return GLTextureFormat{ GL_R8, GL_RED, GL_UNSIGNED_BYTE, GL_ONE, GL_ONE, GL_ONE, GL_RED };
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case PixelFormat::BGR8: return GLTextureFormat{ GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ONE };
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case PixelFormat::BGR8_SRGB: return GLTextureFormat{ GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ONE };
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case PixelFormat::BGRA8: return GLTextureFormat{ GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
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@ -24,6 +24,8 @@ namespace Nz
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case PixelFormat::Depth24Stencil8: return GLTextureFormat{ GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_RED, GL_GREEN, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth32F: return GLTextureFormat{ GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, GL_RED, GL_ZERO, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth32FStencil8: return GLTextureFormat{ GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_RED, GL_GREEN, GL_ZERO, GL_ZERO };
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case PixelFormat::L8: return GLTextureFormat{ GL_R8, GL_RED, GL_UNSIGNED_BYTE, GL_RED, GL_RED, GL_RED, GL_ONE };
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case PixelFormat::LA8: return GLTextureFormat{ GL_RG8, GL_RG, GL_UNSIGNED_BYTE, GL_RED, GL_RED, GL_RED, GL_GREEN };
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case PixelFormat::RGB8: return GLTextureFormat{ GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_RED, GL_GREEN, GL_BLUE, GL_ONE };
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case PixelFormat::RGB8_SRGB: return GLTextureFormat{ GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_RED, GL_GREEN, GL_BLUE, GL_ONE };
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case PixelFormat::RGBA8: return GLTextureFormat{ GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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@ -78,6 +78,18 @@ namespace Nz
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auto format = DescribeTextureFormat(m_params.pixelFormat);
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assert(format);
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const GL::Context& context = m_texture.EnsureDeviceContext();
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UInt8 bpp = PixelFormatInfo::GetBytesPerPixel(m_params.pixelFormat);
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if (bpp % 8 == 0)
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context.glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
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else if (bpp % 4 == 0)
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context.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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else if (bpp % 2 == 0)
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context.glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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else
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context.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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switch (m_params.type)
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{
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case ImageType::E1D:
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@ -249,6 +249,19 @@ namespace Nz
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// TODO: Fill this switch
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switch (pixelFormat)
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{
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case PixelFormat::A8:
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{
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createImage.format = VK_FORMAT_R8_UNORM;
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createImageView.format = createImage.format;
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createImageView.components = {
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VK_COMPONENT_SWIZZLE_ONE,
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VK_COMPONENT_SWIZZLE_ONE,
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VK_COMPONENT_SWIZZLE_ONE,
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VK_COMPONENT_SWIZZLE_R
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};
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break;
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}
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case PixelFormat::BGR8:
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case PixelFormat::BGR8_SRGB:
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case PixelFormat::BGRA8:
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