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@ -112,13 +112,17 @@ GLenum ImageTarget(Shader::TextureType type, int num_samples = 1) {
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return GL_NONE;
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}
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GLenum TextureMode(PixelFormat format, bool is_first) {
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GLenum TextureMode(PixelFormat format, std::array<SwizzleSource, 4> swizzle) {
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bool any_r =
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std::ranges::any_of(swizzle, [](SwizzleSource s) { return s == SwizzleSource::R; });
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switch (format) {
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case PixelFormat::D24_UNORM_S8_UINT:
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case PixelFormat::D32_FLOAT_S8_UINT:
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return is_first ? GL_DEPTH_COMPONENT : GL_STENCIL_INDEX;
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// R = depth, G = stencil
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return any_r ? GL_DEPTH_COMPONENT : GL_STENCIL_INDEX;
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case PixelFormat::S8_UINT_D24_UNORM:
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return is_first ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
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// R = stencil, G = depth
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return any_r ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
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default:
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ASSERT(false);
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return GL_DEPTH_COMPONENT;
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@ -208,8 +212,7 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
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case PixelFormat::D32_FLOAT_S8_UINT:
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case PixelFormat::S8_UINT_D24_UNORM:
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UNIMPLEMENTED_IF(swizzle[0] != SwizzleSource::R && swizzle[0] != SwizzleSource::G);
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glTextureParameteri(handle, GL_DEPTH_STENCIL_TEXTURE_MODE,
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TextureMode(format, swizzle[0] == SwizzleSource::R));
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glTextureParameteri(handle, GL_DEPTH_STENCIL_TEXTURE_MODE, TextureMode(format, swizzle));
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std::ranges::transform(swizzle, swizzle.begin(), ConvertGreenRed);
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break;
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case PixelFormat::A5B5G5R1_UNORM: {
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