forked from ShuriZma/suyu
gl_texture_cache: Create base images with sRGB
This breaks accelerated decoders trying to imageStore into images with sRGB. The decoders are currently disabled so this won't cause issues at runtime.
This commit is contained in:
parent
7265e80c12
commit
3a49c1a691
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@ -61,100 +61,99 @@ struct FormatTuple {
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GLenum internal_format;
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GLenum format = GL_NONE;
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GLenum type = GL_NONE;
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GLenum store_format = internal_format;
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};
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constexpr std::array<FormatTuple, MaxPixelFormat> FORMAT_TABLE = {{
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV}, // A8B8G8R8_UNORM
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{GL_RGBA8_SNORM, GL_RGBA, GL_BYTE}, // A8B8G8R8_SNORM
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{GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE}, // A8B8G8R8_SINT
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{GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE}, // A8B8G8R8_UINT
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, // R5G6B5_UNORM
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV}, // B5G6R5_UNORM
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{GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV}, // A1R5G5B5_UNORM
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{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV}, // A2B10G10R10_UNORM
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{GL_RGB10_A2UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV}, // A2B10G10R10_UINT
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{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV}, // A1B5G5R5_UNORM
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{GL_R8, GL_RED, GL_UNSIGNED_BYTE}, // R8_UNORM
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{GL_R8_SNORM, GL_RED, GL_BYTE}, // R8_SNORM
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{GL_R8I, GL_RED_INTEGER, GL_BYTE}, // R8_SINT
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{GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE}, // R8_UINT
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{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT}, // R16G16B16A16_FLOAT
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{GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT}, // R16G16B16A16_UNORM
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{GL_RGBA16_SNORM, GL_RGBA, GL_SHORT}, // R16G16B16A16_SNORM
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{GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT}, // R16G16B16A16_SINT
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{GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT}, // R16G16B16A16_UINT
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{GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV}, // B10G11R11_FLOAT
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{GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT}, // R32G32B32A32_UINT
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{GL_COMPRESSED_RGBA_S3TC_DXT1_EXT}, // BC1_RGBA_UNORM
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{GL_COMPRESSED_RGBA_S3TC_DXT3_EXT}, // BC2_UNORM
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{GL_COMPRESSED_RGBA_S3TC_DXT5_EXT}, // BC3_UNORM
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{GL_COMPRESSED_RED_RGTC1}, // BC4_UNORM
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{GL_COMPRESSED_SIGNED_RED_RGTC1}, // BC4_SNORM
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{GL_COMPRESSED_RG_RGTC2}, // BC5_UNORM
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{GL_COMPRESSED_SIGNED_RG_RGTC2}, // BC5_SNORM
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{GL_COMPRESSED_RGBA_BPTC_UNORM}, // BC7_UNORM
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{GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}, // BC6H_UFLOAT
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{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT}, // BC6H_SFLOAT
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{GL_COMPRESSED_RGBA_ASTC_4x4_KHR}, // ASTC_2D_4X4_UNORM
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE}, // B8G8R8A8_UNORM
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{GL_RGBA32F, GL_RGBA, GL_FLOAT}, // R32G32B32A32_FLOAT
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{GL_RGBA32I, GL_RGBA_INTEGER, GL_INT}, // R32G32B32A32_SINT
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{GL_RG32F, GL_RG, GL_FLOAT}, // R32G32_FLOAT
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{GL_RG32I, GL_RG_INTEGER, GL_INT}, // R32G32_SINT
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{GL_R32F, GL_RED, GL_FLOAT}, // R32_FLOAT
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{GL_R16F, GL_RED, GL_HALF_FLOAT}, // R16_FLOAT
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{GL_R16, GL_RED, GL_UNSIGNED_SHORT}, // R16_UNORM
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{GL_R16_SNORM, GL_RED, GL_SHORT}, // R16_SNORM
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{GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT}, // R16_UINT
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{GL_R16I, GL_RED_INTEGER, GL_SHORT}, // R16_SINT
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{GL_RG16, GL_RG, GL_UNSIGNED_SHORT}, // R16G16_UNORM
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{GL_RG16F, GL_RG, GL_HALF_FLOAT}, // R16G16_FLOAT
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{GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT}, // R16G16_UINT
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{GL_RG16I, GL_RG_INTEGER, GL_SHORT}, // R16G16_SINT
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{GL_RG16_SNORM, GL_RG, GL_SHORT}, // R16G16_SNORM
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{GL_RGB32F, GL_RGB, GL_FLOAT}, // R32G32B32_FLOAT
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, GL_RGBA8}, // A8B8G8R8_SRGB
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE}, // R8G8_UNORM
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{GL_RG8_SNORM, GL_RG, GL_BYTE}, // R8G8_SNORM
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{GL_RG8I, GL_RG_INTEGER, GL_BYTE}, // R8G8_SINT
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{GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE}, // R8G8_UINT
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{GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT}, // R32G32_UINT
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{GL_RGB16F, GL_RGBA, GL_HALF_FLOAT}, // R16G16B16X16_FLOAT
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{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT}, // R32_UINT
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{GL_R32I, GL_RED_INTEGER, GL_INT}, // R32_SINT
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{GL_COMPRESSED_RGBA_ASTC_8x8_KHR}, // ASTC_2D_8X8_UNORM
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{GL_COMPRESSED_RGBA_ASTC_8x5_KHR}, // ASTC_2D_8X5_UNORM
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{GL_COMPRESSED_RGBA_ASTC_5x4_KHR}, // ASTC_2D_5X4_UNORM
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{GL_SRGB8_ALPHA8, GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA8}, // B8G8R8A8_UNORM
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT}, // BC1_RGBA_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT}, // BC2_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}, // BC3_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM}, // BC7_SRGB
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{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV}, // A4B4G4R4_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR}, // ASTC_2D_4X4_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR}, // ASTC_2D_8X8_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR}, // ASTC_2D_8X5_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR}, // ASTC_2D_5X4_SRGB
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{GL_COMPRESSED_RGBA_ASTC_5x5_KHR}, // ASTC_2D_5X5_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR}, // ASTC_2D_5X5_SRGB
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{GL_COMPRESSED_RGBA_ASTC_10x8_KHR}, // ASTC_2D_10X8_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR}, // ASTC_2D_10X8_SRGB
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{GL_COMPRESSED_RGBA_ASTC_6x6_KHR}, // ASTC_2D_6X6_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR}, // ASTC_2D_6X6_SRGB
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{GL_COMPRESSED_RGBA_ASTC_10x10_KHR}, // ASTC_2D_10X10_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR}, // ASTC_2D_10X10_SRGB
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{GL_COMPRESSED_RGBA_ASTC_12x12_KHR}, // ASTC_2D_12X12_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR}, // ASTC_2D_12X12_SRGB
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{GL_COMPRESSED_RGBA_ASTC_8x6_KHR}, // ASTC_2D_8X6_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR}, // ASTC_2D_8X6_SRGB
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{GL_COMPRESSED_RGBA_ASTC_6x5_KHR}, // ASTC_2D_6X5_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR}, // ASTC_2D_6X5_SRGB
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{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV}, // E5B9G9R9_FLOAT
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}, // D32_FLOAT
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16_UNORM
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24_UNORM_S8_UINT
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // S8_UINT_D24_UNORM
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV}, // A8B8G8R8_UNORM
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{GL_RGBA8_SNORM, GL_RGBA, GL_BYTE}, // A8B8G8R8_SNORM
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{GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE}, // A8B8G8R8_SINT
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{GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE}, // A8B8G8R8_UINT
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, // R5G6B5_UNORM
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV}, // B5G6R5_UNORM
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{GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV}, // A1R5G5B5_UNORM
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{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV}, // A2B10G10R10_UNORM
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{GL_RGB10_A2UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV}, // A2B10G10R10_UINT
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{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV}, // A1B5G5R5_UNORM
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{GL_R8, GL_RED, GL_UNSIGNED_BYTE}, // R8_UNORM
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{GL_R8_SNORM, GL_RED, GL_BYTE}, // R8_SNORM
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{GL_R8I, GL_RED_INTEGER, GL_BYTE}, // R8_SINT
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{GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE}, // R8_UINT
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{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT}, // R16G16B16A16_FLOAT
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{GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT}, // R16G16B16A16_UNORM
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{GL_RGBA16_SNORM, GL_RGBA, GL_SHORT}, // R16G16B16A16_SNORM
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{GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT}, // R16G16B16A16_SINT
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{GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT}, // R16G16B16A16_UINT
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{GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV}, // B10G11R11_FLOAT
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{GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT}, // R32G32B32A32_UINT
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{GL_COMPRESSED_RGBA_S3TC_DXT1_EXT}, // BC1_RGBA_UNORM
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{GL_COMPRESSED_RGBA_S3TC_DXT3_EXT}, // BC2_UNORM
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{GL_COMPRESSED_RGBA_S3TC_DXT5_EXT}, // BC3_UNORM
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{GL_COMPRESSED_RED_RGTC1}, // BC4_UNORM
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{GL_COMPRESSED_SIGNED_RED_RGTC1}, // BC4_SNORM
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{GL_COMPRESSED_RG_RGTC2}, // BC5_UNORM
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{GL_COMPRESSED_SIGNED_RG_RGTC2}, // BC5_SNORM
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{GL_COMPRESSED_RGBA_BPTC_UNORM}, // BC7_UNORM
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{GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}, // BC6H_UFLOAT
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{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT}, // BC6H_SFLOAT
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{GL_COMPRESSED_RGBA_ASTC_4x4_KHR}, // ASTC_2D_4X4_UNORM
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE}, // B8G8R8A8_UNORM
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{GL_RGBA32F, GL_RGBA, GL_FLOAT}, // R32G32B32A32_FLOAT
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{GL_RGBA32I, GL_RGBA_INTEGER, GL_INT}, // R32G32B32A32_SINT
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{GL_RG32F, GL_RG, GL_FLOAT}, // R32G32_FLOAT
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{GL_RG32I, GL_RG_INTEGER, GL_INT}, // R32G32_SINT
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{GL_R32F, GL_RED, GL_FLOAT}, // R32_FLOAT
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{GL_R16F, GL_RED, GL_HALF_FLOAT}, // R16_FLOAT
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{GL_R16, GL_RED, GL_UNSIGNED_SHORT}, // R16_UNORM
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{GL_R16_SNORM, GL_RED, GL_SHORT}, // R16_SNORM
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{GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT}, // R16_UINT
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{GL_R16I, GL_RED_INTEGER, GL_SHORT}, // R16_SINT
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{GL_RG16, GL_RG, GL_UNSIGNED_SHORT}, // R16G16_UNORM
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{GL_RG16F, GL_RG, GL_HALF_FLOAT}, // R16G16_FLOAT
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{GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT}, // R16G16_UINT
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{GL_RG16I, GL_RG_INTEGER, GL_SHORT}, // R16G16_SINT
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{GL_RG16_SNORM, GL_RG, GL_SHORT}, // R16G16_SNORM
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{GL_RGB32F, GL_RGB, GL_FLOAT}, // R32G32B32_FLOAT
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV}, // A8B8G8R8_SRGB
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE}, // R8G8_UNORM
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{GL_RG8_SNORM, GL_RG, GL_BYTE}, // R8G8_SNORM
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{GL_RG8I, GL_RG_INTEGER, GL_BYTE}, // R8G8_SINT
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{GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE}, // R8G8_UINT
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{GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT}, // R32G32_UINT
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{GL_RGB16F, GL_RGBA, GL_HALF_FLOAT}, // R16G16B16X16_FLOAT
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{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT}, // R32_UINT
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{GL_R32I, GL_RED_INTEGER, GL_INT}, // R32_SINT
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{GL_COMPRESSED_RGBA_ASTC_8x8_KHR}, // ASTC_2D_8X8_UNORM
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{GL_COMPRESSED_RGBA_ASTC_8x5_KHR}, // ASTC_2D_8X5_UNORM
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{GL_COMPRESSED_RGBA_ASTC_5x4_KHR}, // ASTC_2D_5X4_UNORM
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{GL_SRGB8_ALPHA8, GL_BGRA, GL_UNSIGNED_BYTE}, // B8G8R8A8_UNORM
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT}, // BC1_RGBA_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT}, // BC2_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}, // BC3_SRGB
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{GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM}, // BC7_SRGB
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{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV}, // A4B4G4R4_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR}, // ASTC_2D_4X4_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR}, // ASTC_2D_8X8_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR}, // ASTC_2D_8X5_SRGB
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR}, // ASTC_2D_5X4_SRGB
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{GL_COMPRESSED_RGBA_ASTC_5x5_KHR}, // ASTC_2D_5X5_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR}, // ASTC_2D_5X5_SRGB
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{GL_COMPRESSED_RGBA_ASTC_10x8_KHR}, // ASTC_2D_10X8_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR}, // ASTC_2D_10X8_SRGB
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{GL_COMPRESSED_RGBA_ASTC_6x6_KHR}, // ASTC_2D_6X6_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR}, // ASTC_2D_6X6_SRGB
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{GL_COMPRESSED_RGBA_ASTC_10x10_KHR}, // ASTC_2D_10X10_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR}, // ASTC_2D_10X10_SRGB
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{GL_COMPRESSED_RGBA_ASTC_12x12_KHR}, // ASTC_2D_12X12_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR}, // ASTC_2D_12X12_SRGB
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{GL_COMPRESSED_RGBA_ASTC_8x6_KHR}, // ASTC_2D_8X6_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR}, // ASTC_2D_8X6_SRGB
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{GL_COMPRESSED_RGBA_ASTC_6x5_KHR}, // ASTC_2D_6X5_UNORM
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{GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR}, // ASTC_2D_6X5_SRGB
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{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV}, // E5B9G9R9_FLOAT
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}, // D32_FLOAT
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16_UNORM
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24_UNORM_S8_UINT
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // S8_UINT_D24_UNORM
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{GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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GL_FLOAT_32_UNSIGNED_INT_24_8_REV}, // D32_FLOAT_S8_UINT
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}};
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@ -651,13 +650,11 @@ Image::Image(TextureCacheRuntime& runtime, const VideoCommon::ImageInfo& info_,
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if (IsConverted(runtime.device, info.format, info.type)) {
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flags |= ImageFlagBits::Converted;
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gl_internal_format = IsPixelFormatSRGB(info.format) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
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gl_store_format = GL_RGBA8;
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gl_format = GL_RGBA;
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gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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} else {
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const auto& tuple = GetFormatTuple(info.format);
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gl_internal_format = tuple.internal_format;
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gl_store_format = tuple.store_format;
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gl_format = tuple.format;
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gl_type = tuple.type;
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}
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@ -677,23 +674,23 @@ Image::Image(TextureCacheRuntime& runtime, const VideoCommon::ImageInfo& info_,
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}
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switch (target) {
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case GL_TEXTURE_1D_ARRAY:
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glTextureStorage2D(handle, num_levels, gl_store_format, width, num_layers);
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glTextureStorage2D(handle, num_levels, gl_internal_format, width, num_layers);
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break;
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case GL_TEXTURE_2D_ARRAY:
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glTextureStorage3D(handle, num_levels, gl_store_format, width, height, num_layers);
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glTextureStorage3D(handle, num_levels, gl_internal_format, width, height, num_layers);
|
||||
break;
|
||||
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: {
|
||||
// TODO: Where should 'fixedsamplelocations' come from?
|
||||
const auto [samples_x, samples_y] = SamplesLog2(info.num_samples);
|
||||
glTextureStorage3DMultisample(handle, num_samples, gl_store_format, width >> samples_x,
|
||||
glTextureStorage3DMultisample(handle, num_samples, gl_internal_format, width >> samples_x,
|
||||
height >> samples_y, num_layers, GL_FALSE);
|
||||
break;
|
||||
}
|
||||
case GL_TEXTURE_RECTANGLE:
|
||||
glTextureStorage2D(handle, num_levels, gl_store_format, width, height);
|
||||
glTextureStorage2D(handle, num_levels, gl_internal_format, width, height);
|
||||
break;
|
||||
case GL_TEXTURE_3D:
|
||||
glTextureStorage3D(handle, num_levels, gl_store_format, width, height, depth);
|
||||
glTextureStorage3D(handle, num_levels, gl_internal_format, width, height, depth);
|
||||
break;
|
||||
case GL_TEXTURE_BUFFER:
|
||||
buffer.Create();
|
||||
|
|
|
@ -96,6 +96,10 @@ public:
|
|||
|
||||
FormatProperties FormatInfo(VideoCommon::ImageType type, GLenum internal_format) const;
|
||||
|
||||
bool HasBrokenTextureViewFormats() const noexcept {
|
||||
return has_broken_texture_view_formats;
|
||||
}
|
||||
|
||||
private:
|
||||
struct StagingBuffers {
|
||||
explicit StagingBuffers(GLenum storage_flags_, GLenum map_flags_);
|
||||
|
@ -120,6 +124,7 @@ private:
|
|||
UtilShaders util_shaders;
|
||||
|
||||
std::array<std::unordered_map<GLenum, FormatProperties>, 3> format_properties;
|
||||
bool has_broken_texture_view_formats = false;
|
||||
|
||||
StagingBuffers upload_buffers{GL_MAP_WRITE_BIT, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT};
|
||||
StagingBuffers download_buffers{GL_MAP_READ_BIT, GL_MAP_READ_BIT};
|
||||
|
@ -165,7 +170,6 @@ private:
|
|||
OGLTextureView store_view;
|
||||
OGLBuffer buffer;
|
||||
GLenum gl_internal_format = GL_NONE;
|
||||
GLenum gl_store_format = GL_NONE;
|
||||
GLenum gl_format = GL_NONE;
|
||||
GLenum gl_type = GL_NONE;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue