Add 1- and 2-component texture formats.

Implemented {uint8, unorm8} x {r, rg} texture formats.
Backend support added for Metal, D3D12 and OpenGL.
This commit is contained in:
Stephen White 2018-01-22 14:09:08 -05:00 committed by Corentin Wallez
parent 8d742d1375
commit cd4f8a2e2f
5 changed files with 40 additions and 18 deletions

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@ -1211,9 +1211,13 @@
"category": "enum",
"values": [
{"value": 0, "name": "r8 g8 b8 a8 unorm"},
{"value": 1, "name": "r8 g8 b8 a8 uint"},
{"value": 2, "name": "b8 g8 r8 a8 unorm"},
{"value": 3, "name": "d32 float s8 uint"}
{"value": 1, "name": "r8 g8 unorm"},
{"value": 2, "name": "r8 unorm"},
{"value": 3, "name": "r8 g8 b8 a8 uint"},
{"value": 4, "name": "r8 g8 uint"},
{"value": 5, "name": "r8 uint"},
{"value": 6, "name": "b8 g8 r8 a8 unorm"},
{"value": 7, "name": "d32 float s8 uint"}
]
},
"vertex format": {

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@ -21,6 +21,12 @@ namespace backend {
uint32_t TextureFormatPixelSize(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8Unorm:
case nxt::TextureFormat::R8Uint:
return 1;
case nxt::TextureFormat::R8G8Unorm:
case nxt::TextureFormat::R8G8Uint:
return 2;
case nxt::TextureFormat::R8G8B8A8Unorm:
case nxt::TextureFormat::R8G8B8A8Uint:
case nxt::TextureFormat::B8G8R8A8Unorm:
@ -34,40 +40,28 @@ namespace backend {
bool TextureFormatHasDepth(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
case nxt::TextureFormat::R8G8B8A8Uint:
case nxt::TextureFormat::B8G8R8A8Unorm:
return false;
case nxt::TextureFormat::D32FloatS8Uint:
return true;
default:
UNREACHABLE();
return false;
}
}
bool TextureFormatHasStencil(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
case nxt::TextureFormat::R8G8B8A8Uint:
case nxt::TextureFormat::B8G8R8A8Unorm:
return false;
case nxt::TextureFormat::D32FloatS8Uint:
return true;
default:
UNREACHABLE();
return false;
}
}
bool TextureFormatHasDepthOrStencil(nxt::TextureFormat format) {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
case nxt::TextureFormat::R8G8B8A8Uint:
case nxt::TextureFormat::B8G8R8A8Unorm:
return false;
case nxt::TextureFormat::D32FloatS8Uint:
return true;
default:
UNREACHABLE();
return false;
}
}

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@ -88,8 +88,16 @@ namespace backend { namespace d3d12 {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case nxt::TextureFormat::R8G8Unorm:
return DXGI_FORMAT_R8G8_UNORM;
case nxt::TextureFormat::R8Unorm:
return DXGI_FORMAT_R8_UNORM;
case nxt::TextureFormat::R8G8B8A8Uint:
return DXGI_FORMAT_R8G8B8A8_UINT;
case nxt::TextureFormat::R8G8Uint:
return DXGI_FORMAT_R8G8_UINT;
case nxt::TextureFormat::R8Uint:
return DXGI_FORMAT_R8_UINT;
case nxt::TextureFormat::B8G8R8A8Unorm:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case nxt::TextureFormat::D32FloatS8Uint:

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@ -22,8 +22,16 @@ namespace backend { namespace metal {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
return MTLPixelFormatRGBA8Unorm;
case nxt::TextureFormat::R8G8Unorm:
return MTLPixelFormatRG8Unorm;
case nxt::TextureFormat::R8Unorm:
return MTLPixelFormatR8Unorm;
case nxt::TextureFormat::R8G8B8A8Uint:
return MTLPixelFormatRGBA8Uint;
case nxt::TextureFormat::R8G8Uint:
return MTLPixelFormatRG8Uint;
case nxt::TextureFormat::R8Uint:
return MTLPixelFormatR8Uint;
case nxt::TextureFormat::B8G8R8A8Unorm:
return MTLPixelFormatBGRA8Unorm;
case nxt::TextureFormat::D32FloatS8Uint:

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@ -36,8 +36,16 @@ namespace backend { namespace opengl {
switch (format) {
case nxt::TextureFormat::R8G8B8A8Unorm:
return {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE};
case nxt::TextureFormat::R8G8Unorm:
return {GL_RG8, GL_RG, GL_UNSIGNED_BYTE};
case nxt::TextureFormat::R8Unorm:
return {GL_R8, GL_RED, GL_UNSIGNED_BYTE};
case nxt::TextureFormat::R8G8B8A8Uint:
return {GL_RGBA8UI, GL_RGBA, GL_UNSIGNED_INT};
case nxt::TextureFormat::R8G8Uint:
return {GL_RG8UI, GL_RG, GL_UNSIGNED_INT};
case nxt::TextureFormat::R8Uint:
return {GL_R8UI, GL_RED, GL_UNSIGNED_INT};
case nxt::TextureFormat::B8G8R8A8Unorm:
// This doesn't have an enum for the internal format in OpenGL, so use RGBA8.
return {GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE};