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app/internal/gpu: use single channel floating point FBO if possible
Remove dependency on EXT_color_buffer_half_float, it's not clear it's necessary. In any case the following FBO sanity check will catch invalid FBO format combinations. Updates #49 Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -66,7 +66,10 @@ func floatTripleFor(ctx *context, ver [2]int, exts []string) (textureTriple, err
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if ver[0] >= 3 {
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triples = append(triples, textureTriple{gl.R16F, gl.Enum(gl.RED), gl.Enum(gl.HALF_FLOAT)})
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}
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if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "EXT_color_buffer_half_float") {
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if hasExtension(exts, "GL_OES_texture_half_float") {
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// Try single channel.
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triples = append(triples, textureTriple{gl.LUMINANCE, gl.Enum(gl.LUMINANCE), gl.Enum(gl.HALF_FLOAT_OES)})
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// Fallback to 4 channels.
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triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.HALF_FLOAT_OES)})
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}
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if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
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