ppsspp/Common/GPU/OpenGL/DataFormatGL.cpp

162 lines
3.5 KiB
C++

#include "Common/GPU/OpenGL/DataFormatGL.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Log.h"
namespace Draw {
// TODO: Also output storage format (GL_RGBA8 etc) for modern GL usage.
bool Thin3DFormatToGLFormatAndType(DataFormat fmt, GLuint &internalFormat, GLuint &format, GLuint &type, int &alignment) {
alignment = 4;
switch (fmt) {
case DataFormat::R16_UNORM:
internalFormat = GL_RGBA;
format = GL_RED;
type = GL_UNSIGNED_SHORT;
alignment = 2;
break;
case DataFormat::R8_UNORM:
if (gl_extensions.IsGLES) {
internalFormat = GL_LUMINANCE;
format = GL_LUMINANCE;
} else if (gl_extensions.VersionGEThan(3, 0)) {
internalFormat = GL_RED;
format = GL_RED;
} else {
internalFormat = GL_RGBA;
format = GL_RED;
}
type = GL_UNSIGNED_BYTE;
alignment = 1;
break;
case DataFormat::R8G8B8A8_UNORM:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case DataFormat::D32F:
internalFormat = GL_DEPTH_COMPONENT;
format = GL_DEPTH_COMPONENT;
type = GL_FLOAT;
break;
#ifndef USING_GLES2
case DataFormat::S8:
internalFormat = GL_STENCIL_INDEX;
format = GL_STENCIL_INDEX;
type = GL_UNSIGNED_BYTE;
alignment = 1;
break;
#endif
case DataFormat::R8G8B8_UNORM:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
alignment = 1;
break;
case DataFormat::R4G4B4A4_UNORM_PACK16:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
alignment = 2;
break;
case DataFormat::R5G6B5_UNORM_PACK16:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
alignment = 2;
break;
case DataFormat::R5G5B5A1_UNORM_PACK16:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
alignment = 2;
break;
case DataFormat::R32G32B32A32_FLOAT:
internalFormat = GL_RGBA32F;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
#ifndef USING_GLES2
case DataFormat::BC1_RGBA_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
format = GL_RGB;
type = GL_FLOAT;
alignment = 8;
break;
case DataFormat::BC2_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
case DataFormat::BC3_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
case DataFormat::BC4_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RED_RGTC1;
format = GL_R;
type = GL_FLOAT;
alignment = 16;
break;
case DataFormat::BC5_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RG_RGTC2;
format = GL_RG;
type = GL_FLOAT;
alignment = 16;
break;
case DataFormat::BC7_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
#endif
case DataFormat::ETC2_R8G8B8_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGB8_ETC2;
format = GL_RGB;
type = GL_FLOAT;
alignment = 8;
break;
case DataFormat::ETC2_R8G8B8A1_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
case DataFormat::ETC2_R8G8B8A8_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
case DataFormat::ASTC_4x4_UNORM_BLOCK:
internalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
format = GL_RGBA;
type = GL_FLOAT;
alignment = 16;
break;
default:
return false;
}
return true;
}
}