Implemented ASTC 5x5
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@ -305,6 +305,8 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X8_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X8_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X5_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X5_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X4_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X4_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5_SRGB
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// Depth formats
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// Depth formats
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F
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@ -903,10 +905,12 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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case PixelFormat::ASTC_2D_8X8:
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case PixelFormat::ASTC_2D_8X8:
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case PixelFormat::ASTC_2D_8X5:
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case PixelFormat::ASTC_2D_8X5:
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case PixelFormat::ASTC_2D_5X4:
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case PixelFormat::ASTC_2D_5X4:
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case PixelFormat::ASTC_2D_5X5:
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case PixelFormat::ASTC_2D_4X4_SRGB:
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case PixelFormat::ASTC_2D_4X4_SRGB:
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case PixelFormat::ASTC_2D_8X8_SRGB:
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case PixelFormat::ASTC_2D_8X8_SRGB:
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case PixelFormat::ASTC_2D_8X5_SRGB:
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case PixelFormat::ASTC_2D_8X5_SRGB:
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case PixelFormat::ASTC_2D_5X4_SRGB: {
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case PixelFormat::ASTC_2D_5X4_SRGB:
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case PixelFormat::ASTC_2D_5X5_SRGB: {
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// Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC.
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// Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC.
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u32 block_width{};
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u32 block_width{};
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u32 block_height{};
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u32 block_height{};
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