GPU: Implemented the BC7U texture format.
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
This commit is contained in:
parent
e197476344
commit
4633dd9505
3 changed files with 21 additions and 7 deletions
|
@ -52,6 +52,7 @@ u32 BytesPerPixel(TextureFormat format) {
|
|||
return 8;
|
||||
case TextureFormat::DXT23:
|
||||
case TextureFormat::DXT45:
|
||||
case TextureFormat::BC7U:
|
||||
// In this case a 'pixel' actually refers to a 4x4 tile.
|
||||
return 16;
|
||||
case TextureFormat::ASTC_2D_4X4:
|
||||
|
@ -98,6 +99,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
|
|||
case TextureFormat::DXT23:
|
||||
case TextureFormat::DXT45:
|
||||
case TextureFormat::DXN1:
|
||||
case TextureFormat::BC7U:
|
||||
// In the DXT and DXN formats, each 4x4 tile is swizzled instead of just individual pixel
|
||||
// values.
|
||||
CopySwizzledData(width / 4, height / 4, bytes_per_pixel, bytes_per_pixel, data,
|
||||
|
@ -155,6 +157,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
|
|||
case TextureFormat::DXT23:
|
||||
case TextureFormat::DXT45:
|
||||
case TextureFormat::DXN1:
|
||||
case TextureFormat::BC7U:
|
||||
case TextureFormat::ASTC_2D_4X4:
|
||||
case TextureFormat::A8R8G8B8:
|
||||
case TextureFormat::A2B10G10R10:
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue