ui/app/internal/gpu: implement OpenGL ES 2 float fbo fallbacks

Also applicable to WebGL.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-05-04 14:29:37 +02:00
parent d118bd5a88
commit f5fa968038
3 changed files with 46 additions and 10 deletions
+5 -4
View File
@@ -151,7 +151,7 @@ func newStenciler(ctx *context) *stenciler {
}
}
func (s *fboSet) resize(ctx *context, sizes []image.Point, internalFormat int, format, ty gl.Enum) {
func (s *fboSet) resize(ctx *context, sizes []image.Point) {
// Add fbos.
for i := len(s.fbos); i < len(sizes); i++ {
tex := ctx.CreateTexture()
@@ -177,7 +177,8 @@ func (s *fboSet) resize(ctx *context, sizes []image.Point, internalFormat int, f
if resize {
f.size = sz
ctx.BindTexture(gl.TEXTURE_2D, f.tex)
ctx.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, sz.X, sz.Y, format, ty, nil)
tt := ctx.caps.floatTriple
ctx.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, sz.X, sz.Y, tt.format, tt.typ, nil)
ctx.BindFramebuffer(gl.FRAMEBUFFER, f.fbo)
ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, f.tex, 0)
}
@@ -254,7 +255,7 @@ func (s *stenciler) beginIntersect(sizes []image.Point) {
// 8 bit coverage is enough, but OpenGL ES only supports single channel
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
// no floating point support is available.
s.intersections.resize(s.ctx, sizes, gl.R16F, gl.RED, gl.HALF_FLOAT)
s.intersections.resize(s.ctx, sizes)
s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
s.ctx.UseProgram(s.iprog)
}
@@ -278,7 +279,7 @@ func (s *stenciler) begin(sizes []image.Point) {
s.ctx.BindTexture(gl.TEXTURE_2D, gl.Texture{})
s.ctx.ActiveTexture(gl.TEXTURE0)
s.ctx.BlendFunc(gl.ONE, gl.ONE)
s.fbos.resize(s.ctx, sizes, gl.R16F, gl.RED, gl.HALF_FLOAT)
s.fbos.resize(s.ctx, sizes)
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
s.ctx.BindTexture(gl.TEXTURE_2D, s.areaLUT)
s.ctx.UseProgram(s.prog)