Use GL_RGBA8 as the internal format for GL_BGRA.
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@ -39,8 +39,8 @@ namespace backend { namespace opengl {
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case nxt::TextureFormat::R8G8B8A8Uint:
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case nxt::TextureFormat::R8G8B8A8Uint:
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return {GL_RGBA8UI, GL_RGBA, GL_UNSIGNED_INT};
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return {GL_RGBA8UI, GL_RGBA, GL_UNSIGNED_INT};
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case nxt::TextureFormat::B8G8R8A8Unorm:
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case nxt::TextureFormat::B8G8R8A8Unorm:
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// This doesn't have an enum for the internal format in OpenGL.
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// This doesn't have an enum for the internal format in OpenGL, so use RGBA8.
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return {GL_NONE, GL_BGRA, GL_UNSIGNED_BYTE};
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return {GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE};
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case nxt::TextureFormat::D32FloatS8Uint:
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case nxt::TextureFormat::D32FloatS8Uint:
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return {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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return {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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GL_FLOAT_32_UNSIGNED_INT_24_8_REV};
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GL_FLOAT_32_UNSIGNED_INT_24_8_REV};
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