// // Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // formatutils.cpp: Queries for GL image formats. #include "common/mathutil.h" #include "libANGLE/formatutils.h" #include "libANGLE/Context.h" #include "libANGLE/Framebuffer.h" using namespace angle; namespace gl { // ES2 requires that format is equal to internal format at all glTex*Image2D entry points and the implementation // can decide the true, sized, internal format. The ES2FormatMap determines the internal format for all valid // format and type combinations. GLenum GetSizedFormatInternal(GLenum format, GLenum type); namespace { typedef std::pair InternalFormatInfoPair; typedef std::map InternalFormatInfoMap; } // anonymous namespace FormatType::FormatType() : format(GL_NONE), type(GL_NONE) { } FormatType::FormatType(GLenum format_, GLenum type_) : format(format_), type(type_) { } bool FormatType::operator<(const FormatType &other) const { if (format != other.format) return format < other.format; return type < other.type; } Type::Type() : bytes(0), bytesShift(0), specialInterpretation(false) { } static Type GenTypeInfo(GLuint bytes, bool specialInterpretation) { Type info; info.bytes = bytes; GLuint i = 0; while ((1u << i) < bytes) { ++i; } info.bytesShift = i; ASSERT((1u << info.bytesShift) == bytes); info.specialInterpretation = specialInterpretation; return info; } bool operator<(const Type& a, const Type& b) { return memcmp(&a, &b, sizeof(Type)) < 0; } // Information about internal formats static bool AlwaysSupported(const Version &, const Extensions &) { return true; } static bool NeverSupported(const Version &, const Extensions &) { return false; } template static bool RequireES(const Version &clientVersion, const Extensions &) { return clientVersion >= Version(minCoreGLMajorVersion, minCoreGLMinorVersion); } // Pointer to a boolean memeber of the Extensions struct typedef bool(Extensions::*ExtensionBool); // Check support for a single extension template static bool RequireExt(const Version &, const Extensions &extensions) { return extensions.*bool1; } // Check for a minimum client version or a single extension template static bool RequireESOrExt(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(minCoreGLMajorVersion, minCoreGLMinorVersion) || extensions.*bool1; } // Check for a minimum client version or two extensions template static bool RequireESOrExtAndExt(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(minCoreGLMajorVersion, minCoreGLMinorVersion) || (extensions.*bool1 && extensions.*bool2); } // Check for a minimum client version or at least one of two extensions template static bool RequireESOrExtOrExt(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(minCoreGLMajorVersion, minCoreGLMinorVersion) || extensions.*bool1 || extensions.*bool2; } // Check support for two extensions template static bool RequireExtAndExt(const Version &, const Extensions &extensions) { return extensions.*bool1 && extensions.*bool2; } // Check support for either of two extensions template static bool RequireExtOrExt(const Version &, const Extensions &extensions) { return extensions.*bool1 || extensions.*bool2; } // Special function for half float formats with three or four channels. static bool HalfFloatSupport(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(3, 0) || extensions.textureHalfFloat; } static bool HalfFloatRenderableSupport(const Version &clientVersion, const Extensions &extensions) { return HalfFloatSupport(clientVersion, extensions) && extensions.colorBufferHalfFloat; } // Special function for half float formats with one or two channels. static bool HalfFloatSupportRG(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(3, 0) || (extensions.textureHalfFloat && extensions.textureRG); } static bool HalfFloatRenderableSupportRG(const Version &clientVersion, const Extensions &extensions) { return HalfFloatSupportRG(clientVersion, extensions) && extensions.colorBufferHalfFloat; } // Special function for float formats with three or four channels. static bool FloatSupport(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(3, 0) || extensions.textureFloat; } static bool FloatRenderableSupport(const Version &clientVersion, const Extensions &extensions) { // We don't expose colorBufferFloat in ES2, but we silently support rendering to float. return FloatSupport(clientVersion, extensions) && (extensions.colorBufferFloat || clientVersion == Version(2, 0)); } // Special function for float formats with one or two channels. static bool FloatSupportRG(const Version &clientVersion, const Extensions &extensions) { return clientVersion >= Version(3, 0) || (extensions.textureFloat && extensions.textureRG); } static bool FloatRenderableSupportRG(const Version &clientVersion, const Extensions &extensions) { // We don't expose colorBufferFloat in ES2, but we silently support rendering to float. return FloatSupportRG(clientVersion, extensions) && (extensions.colorBufferFloat || clientVersion == Version(2, 0)); } InternalFormat::InternalFormat() : internalFormat(GL_NONE), redBits(0), greenBits(0), blueBits(0), luminanceBits(0), alphaBits(0), sharedBits(0), depthBits(0), stencilBits(0), pixelBytes(0), componentCount(0), compressed(false), compressedBlockWidth(0), compressedBlockHeight(0), format(GL_NONE), type(GL_NONE), componentType(GL_NONE), colorEncoding(GL_NONE), textureSupport(NeverSupported), renderSupport(NeverSupported), filterSupport(NeverSupported) { } bool InternalFormat::isLUMA() const { return ((redBits + greenBits + blueBits + depthBits + stencilBits) == 0 && (luminanceBits + alphaBits) > 0); } GLenum InternalFormat::getReadPixelsFormat() const { return format; } GLenum InternalFormat::getReadPixelsType() const { switch (type) { case GL_HALF_FLOAT: // The internal format may have a type of GL_HALF_FLOAT but when exposing this type as // the IMPLEMENTATION_READ_TYPE, only HALF_FLOAT_OES is allowed by // OES_texture_half_float return GL_HALF_FLOAT_OES; default: return type; } } Format::Format(GLenum internalFormat) : Format(GetInternalFormatInfo(internalFormat)) { } Format::Format(const InternalFormat &internalFormat) : info(&internalFormat), format(info->format), type(info->type), sized(true) { ASSERT((info->pixelBytes > 0 && format != GL_NONE && type != GL_NONE) || internalFormat.format == GL_NONE); } Format::Format(GLenum internalFormat, GLenum format, GLenum type) : info(nullptr), format(format), type(type), sized(false) { const auto &plainInfo = GetInternalFormatInfo(internalFormat); sized = plainInfo.pixelBytes > 0; info = (sized ? &plainInfo : &GetInternalFormatInfo(GetSizedFormatInternal(format, type))); ASSERT(format == GL_NONE || info->pixelBytes > 0); } Format::Format(const Format &other) = default; Format &Format::operator=(const Format &other) = default; GLenum Format::asSized() const { return sized ? info->internalFormat : GetSizedFormatInternal(format, type); } bool Format::valid() const { return info->format != GL_NONE; } // static bool Format::SameSized(const Format &a, const Format &b) { return (a.info == b.info); } // static Format Format::Invalid() { static Format invalid(GL_NONE, GL_NONE, GL_NONE); return invalid; } bool InternalFormat::operator==(const InternalFormat &other) const { // We assume there are no duplicates. ASSERT((this == &other) == (internalFormat == other.internalFormat)); return internalFormat == other.internalFormat; } bool InternalFormat::operator!=(const InternalFormat &other) const { // We assume there are no duplicates. ASSERT((this != &other) == (internalFormat != other.internalFormat)); return internalFormat != other.internalFormat; } static void AddUnsizedFormat(InternalFormatInfoMap *map, GLenum internalFormat, GLenum format, InternalFormat::SupportCheckFunction textureSupport, InternalFormat::SupportCheckFunction renderSupport, InternalFormat::SupportCheckFunction filterSupport) { InternalFormat formatInfo; formatInfo.internalFormat = internalFormat; formatInfo.format = format; formatInfo.textureSupport = textureSupport; formatInfo.renderSupport = renderSupport; formatInfo.filterSupport = filterSupport; ASSERT(map->count(internalFormat) == 0); (*map)[internalFormat] = formatInfo; } void AddRGBAFormat(InternalFormatInfoMap *map, GLenum internalFormat, GLuint red, GLuint green, GLuint blue, GLuint alpha, GLuint shared, GLenum format, GLenum type, GLenum componentType, bool srgb, InternalFormat::SupportCheckFunction textureSupport, InternalFormat::SupportCheckFunction renderSupport, InternalFormat::SupportCheckFunction filterSupport) { InternalFormat formatInfo; formatInfo.internalFormat = internalFormat; formatInfo.redBits = red; formatInfo.greenBits = green; formatInfo.blueBits = blue; formatInfo.alphaBits = alpha; formatInfo.sharedBits = shared; formatInfo.pixelBytes = (red + green + blue + alpha + shared) / 8; formatInfo.componentCount = ((red > 0) ? 1 : 0) + ((green > 0) ? 1 : 0) + ((blue > 0) ? 1 : 0) + ((alpha > 0) ? 1 : 0); formatInfo.format = format; formatInfo.type = type; formatInfo.componentType = componentType; formatInfo.colorEncoding = (srgb ? GL_SRGB : GL_LINEAR); formatInfo.textureSupport = textureSupport; formatInfo.renderSupport = renderSupport; formatInfo.filterSupport = filterSupport; ASSERT(map->count(internalFormat) == 0); (*map)[internalFormat] = formatInfo; } static InternalFormat LUMAFormat(GLuint luminance, GLuint alpha, GLenum format, GLenum type, GLenum componentType, InternalFormat::SupportCheckFunction textureSupport, InternalFormat::SupportCheckFunction renderSupport, InternalFormat::SupportCheckFunction filterSupport) { InternalFormat formatInfo; formatInfo.internalFormat = GetSizedFormatInternal(format, type); formatInfo.luminanceBits = luminance; formatInfo.alphaBits = alpha; formatInfo.pixelBytes = (luminance + alpha) / 8; formatInfo.componentCount = ((luminance > 0) ? 1 : 0) + ((alpha > 0) ? 1 : 0); formatInfo.format = format; formatInfo.type = type; formatInfo.componentType = componentType; formatInfo.colorEncoding = GL_LINEAR; formatInfo.textureSupport = textureSupport; formatInfo.renderSupport = renderSupport; formatInfo.filterSupport = filterSupport; return formatInfo; } void AddDepthStencilFormat(InternalFormatInfoMap *map, GLenum internalFormat, GLuint depthBits, GLuint stencilBits, GLuint unusedBits, GLenum format, GLenum type, GLenum componentType, InternalFormat::SupportCheckFunction textureSupport, InternalFormat::SupportCheckFunction renderSupport, InternalFormat::SupportCheckFunction filterSupport) { InternalFormat formatInfo; formatInfo.internalFormat = internalFormat; formatInfo.depthBits = depthBits; formatInfo.stencilBits = stencilBits; formatInfo.pixelBytes = (depthBits + stencilBits + unusedBits) / 8; formatInfo.componentCount = ((depthBits > 0) ? 1 : 0) + ((stencilBits > 0) ? 1 : 0); formatInfo.format = format; formatInfo.type = type; formatInfo.componentType = componentType; formatInfo.colorEncoding = GL_LINEAR; formatInfo.textureSupport = textureSupport; formatInfo.renderSupport = renderSupport; formatInfo.filterSupport = filterSupport; ASSERT(map->count(internalFormat) == 0); (*map)[internalFormat] = formatInfo; } static InternalFormat CompressedFormat(GLuint compressedBlockWidth, GLuint compressedBlockHeight, GLuint compressedBlockSize, GLuint componentCount, GLenum format, GLenum type, bool srgb, InternalFormat::SupportCheckFunction textureSupport, InternalFormat::SupportCheckFunction renderSupport, InternalFormat::SupportCheckFunction filterSupport) { InternalFormat formatInfo; formatInfo.internalFormat = format; formatInfo.compressedBlockWidth = compressedBlockWidth; formatInfo.compressedBlockHeight = compressedBlockHeight; formatInfo.pixelBytes = compressedBlockSize / 8; formatInfo.componentCount = componentCount; formatInfo.format = format; formatInfo.type = type; formatInfo.componentType = GL_UNSIGNED_NORMALIZED; formatInfo.colorEncoding = (srgb ? GL_SRGB : GL_LINEAR); formatInfo.compressed = true; formatInfo.textureSupport = textureSupport; formatInfo.renderSupport = renderSupport; formatInfo.filterSupport = filterSupport; return formatInfo; } static InternalFormatInfoMap BuildInternalFormatInfoMap() { InternalFormatInfoMap map; // From ES 3.0.1 spec, table 3.12 map.insert(InternalFormatInfoPair(GL_NONE, InternalFormat())); // clang-format off // | Internal format | R | G | B | A |S | Format | Type | Component type | SRGB | Texture supported | Renderable | Filterable | AddRGBAFormat(&map, GL_R8, 8, 0, 0, 0, 0, GL_RED, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, false, RequireESOrExt<3, 0, &Extensions::textureRG>, RequireESOrExt<3, 0, &Extensions::textureRG>, AlwaysSupported); AddRGBAFormat(&map, GL_R8_SNORM, 8, 0, 0, 0, 0, GL_RED, GL_BYTE, GL_SIGNED_NORMALIZED, false, RequireES<3, 0>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RG8, 8, 8, 0, 0, 0, GL_RG, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, false, RequireESOrExt<3, 0, &Extensions::textureRG>, RequireESOrExt<3, 0, &Extensions::textureRG>, AlwaysSupported); AddRGBAFormat(&map, GL_RG8_SNORM, 8, 8, 0, 0, 0, GL_RG, GL_BYTE, GL_SIGNED_NORMALIZED, false, RequireES<3, 0>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RGB8, 8, 8, 8, 0, 0, GL_RGB, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, false, RequireESOrExt<3, 0, &Extensions::rgb8rgba8>, RequireESOrExt<3, 0, &Extensions::rgb8rgba8>, AlwaysSupported); AddRGBAFormat(&map, GL_RGB8_SNORM, 8, 8, 8, 0, 0, GL_RGB, GL_BYTE, GL_SIGNED_NORMALIZED, false, RequireES<3, 0>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RGB565, 5, 6, 5, 0, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_NORMALIZED, false, RequireES<2, 0>, RequireES<2, 0>, AlwaysSupported); AddRGBAFormat(&map, GL_RGBA4, 4, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_NORMALIZED, false, RequireES<2, 0>, RequireES<2, 0>, AlwaysSupported); AddRGBAFormat(&map, GL_RGB5_A1, 5, 5, 5, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_NORMALIZED, false, RequireES<2, 0>, RequireES<2, 0>, AlwaysSupported); AddRGBAFormat(&map, GL_RGBA8, 8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, false, RequireESOrExt<3, 0, &Extensions::rgb8rgba8>, RequireESOrExt<3, 0, &Extensions::rgb8rgba8>, AlwaysSupported); AddRGBAFormat(&map, GL_RGBA8_SNORM, 8, 8, 8, 8, 0, GL_RGBA, GL_BYTE, GL_SIGNED_NORMALIZED, false, RequireES<3, 0>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RGB10_A2, 10, 10, 10, 2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_NORMALIZED, false, RequireES<3, 0>, RequireES<3, 0>, AlwaysSupported); AddRGBAFormat(&map, GL_RGB10_A2UI, 10, 10, 10, 2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_SRGB8, 8, 8, 8, 0, 0, GL_RGB, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, true, RequireESOrExt<3, 0, &Extensions::sRGB>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_SRGB8_ALPHA8, 8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, true, RequireESOrExt<3, 0, &Extensions::sRGB>, RequireESOrExt<3, 0, &Extensions::sRGB>, AlwaysSupported); AddRGBAFormat(&map, GL_RGB9_E5, 9, 9, 9, 0, 5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, GL_FLOAT, false, RequireES<3, 0>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_R8I, 8, 0, 0, 0, 0, GL_RED_INTEGER, GL_BYTE, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_R8UI, 8, 0, 0, 0, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_R16I, 16, 0, 0, 0, 0, GL_RED_INTEGER, GL_SHORT, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_R16UI, 16, 0, 0, 0, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_R32I, 32, 0, 0, 0, 0, GL_RED_INTEGER, GL_INT, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_R32UI, 32, 0, 0, 0, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RG8I, 8, 8, 0, 0, 0, GL_RG_INTEGER, GL_BYTE, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RG8UI, 8, 8, 0, 0, 0, GL_RG_INTEGER, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RG16I, 16, 16, 0, 0, 0, GL_RG_INTEGER, GL_SHORT, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RG16UI, 16, 16, 0, 0, 0, GL_RG_INTEGER, GL_UNSIGNED_SHORT, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RG32I, 32, 32, 0, 0, 0, GL_RG_INTEGER, GL_INT, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_R11F_G11F_B10F, 11, 11, 10, 0, 0, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, GL_FLOAT, false, RequireES<3, 0>, RequireExt<&Extensions::colorBufferFloat>, AlwaysSupported); AddRGBAFormat(&map, GL_RG32UI, 32, 32, 0, 0, 0, GL_RG_INTEGER, GL_UNSIGNED_INT, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RGB8I, 8, 8, 8, 0, 0, GL_RGB_INTEGER, GL_BYTE, GL_INT, false, RequireES<3, 0>, NeverSupported, NeverSupported); AddRGBAFormat(&map, GL_RGB8UI, 8, 8, 8, 0, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, false, RequireES<3, 0>, NeverSupported, NeverSupported); AddRGBAFormat(&map, GL_RGB16I, 16, 16, 16, 0, 0, GL_RGB_INTEGER, GL_SHORT, GL_INT, false, RequireES<3, 0>, NeverSupported, NeverSupported); AddRGBAFormat(&map, GL_RGB16UI, 16, 16, 16, 0, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, GL_UNSIGNED_INT, false, RequireES<3, 0>, NeverSupported, NeverSupported); AddRGBAFormat(&map, GL_RGB32I, 32, 32, 32, 0, 0, GL_RGB_INTEGER, GL_INT, GL_INT, false, RequireES<3, 0>, NeverSupported, NeverSupported); AddRGBAFormat(&map, GL_RGB32UI, 32, 32, 32, 0, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, GL_UNSIGNED_INT, false, RequireES<3, 0>, NeverSupported, NeverSupported); AddRGBAFormat(&map, GL_RGBA8I, 8, 8, 8, 8, 0, GL_RGBA_INTEGER, GL_BYTE, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RGBA8UI, 8, 8, 8, 8, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RGBA16I, 16, 16, 16, 16, 0, GL_RGBA_INTEGER, GL_SHORT, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RGBA16UI, 16, 16, 16, 16, 0, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RGBA32I, 32, 32, 32, 32, 0, GL_RGBA_INTEGER, GL_INT, GL_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_RGBA32UI, 32, 32, 32, 32, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, GL_UNSIGNED_INT, false, RequireES<3, 0>, RequireES<3, 0>, NeverSupported); AddRGBAFormat(&map, GL_BGRA8_EXT, 8, 8, 8, 8, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureFormatBGRA8888>, RequireExt<&Extensions::textureFormatBGRA8888>, AlwaysSupported); AddRGBAFormat(&map, GL_BGRA4_ANGLEX, 4, 4, 4, 4, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureFormatBGRA8888>, RequireExt<&Extensions::textureFormatBGRA8888>, AlwaysSupported); AddRGBAFormat(&map, GL_BGR5_A1_ANGLEX, 5, 5, 5, 1, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureFormatBGRA8888>, RequireExt<&Extensions::textureFormatBGRA8888>, AlwaysSupported); // Special format which is not really supported, so always false for all supports. AddRGBAFormat(&map, GL_BGR565_ANGLEX, 5, 6, 5, 1, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_NORMALIZED, false, NeverSupported, NeverSupported, NeverSupported); // Floating point renderability and filtering is provided by OES_texture_float and OES_texture_half_float // | Internal format | D |S | Format | Type | Comp | SRGB | Texture supported | Renderable | Filterable | // | | | | | | type | | | | | AddRGBAFormat(&map, GL_R16F, 16, 0, 0, 0, 0, GL_RED, GL_HALF_FLOAT, GL_FLOAT, false, HalfFloatSupportRG, HalfFloatRenderableSupportRG, RequireExt<&Extensions::textureHalfFloatLinear>); AddRGBAFormat(&map, GL_RG16F, 16, 16, 0, 0, 0, GL_RG, GL_HALF_FLOAT, GL_FLOAT, false, HalfFloatSupportRG, HalfFloatRenderableSupportRG, RequireExt<&Extensions::textureHalfFloatLinear>); AddRGBAFormat(&map, GL_RGB16F, 16, 16, 16, 0, 0, GL_RGB, GL_HALF_FLOAT, GL_FLOAT, false, HalfFloatSupport, HalfFloatRenderableSupport, RequireExt<&Extensions::textureHalfFloatLinear>); AddRGBAFormat(&map, GL_RGBA16F, 16, 16, 16, 16, 0, GL_RGBA, GL_HALF_FLOAT, GL_FLOAT, false, HalfFloatSupport, HalfFloatRenderableSupport, RequireExt<&Extensions::textureHalfFloatLinear>); AddRGBAFormat(&map, GL_R32F, 32, 0, 0, 0, 0, GL_RED, GL_FLOAT, GL_FLOAT, false, FloatSupportRG, FloatRenderableSupportRG, RequireExt<&Extensions::textureFloatLinear> ); AddRGBAFormat(&map, GL_RG32F, 32, 32, 0, 0, 0, GL_RG, GL_FLOAT, GL_FLOAT, false, FloatSupportRG, FloatRenderableSupportRG, RequireExt<&Extensions::textureFloatLinear> ); AddRGBAFormat(&map, GL_RGB32F, 32, 32, 32, 0, 0, GL_RGB, GL_FLOAT, GL_FLOAT, false, FloatSupport, FloatRenderableSupport, RequireExt<&Extensions::textureFloatLinear> ); AddRGBAFormat(&map, GL_RGBA32F, 32, 32, 32, 32, 0, GL_RGBA, GL_FLOAT, GL_FLOAT, false, FloatSupport, FloatRenderableSupport, RequireExt<&Extensions::textureFloatLinear> ); // Depth stencil formats // | Internal format | D |S | X | Format | Type | Component type | Supported | Renderable | Filterable | AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT16, 16, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, RequireES<2, 0>, RequireES<2, 0>, RequireESOrExt<3, 0, &Extensions::depthTextures>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT24, 24, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireES<3, 0>, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depthTextures>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32F, 32, 0, 0, GL_DEPTH_COMPONENT, GL_FLOAT, GL_FLOAT, RequireES<3, 0>, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depthTextures>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32_OES, 32, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireExtOrExt<&Extensions::depthTextures, &Extensions::depth32>, RequireExtOrExt<&Extensions::depthTextures, &Extensions::depth32>, AlwaysSupported ); AddDepthStencilFormat(&map, GL_DEPTH24_STENCIL8, 24, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::depthTextures>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextures, &Extensions::packedDepthStencil>, AlwaysSupported ); AddDepthStencilFormat(&map, GL_DEPTH32F_STENCIL8, 32, 8, 24, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_FLOAT, RequireES<3, 0>, RequireES<3, 0>, AlwaysSupported ); // STENCIL_INDEX8 is special-cased, see around the bottom of the list. // Luminance alpha formats // | Internal format | | L | A | Format | Type | Component type | Supported | Renderable | Filterable | map.insert(InternalFormatInfoPair(GL_ALPHA8_EXT, LUMAFormat( 0, 8, GL_ALPHA, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, RequireExt<&Extensions::textureStorage>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_LUMINANCE8_EXT, LUMAFormat( 8, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, RequireExt<&Extensions::textureStorage>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_ALPHA32F_EXT, LUMAFormat( 0, 32, GL_ALPHA, GL_FLOAT, GL_FLOAT, RequireExtAndExt<&Extensions::textureStorage, &Extensions::textureFloat>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_LUMINANCE32F_EXT, LUMAFormat(32, 0, GL_LUMINANCE, GL_FLOAT, GL_FLOAT, RequireExtAndExt<&Extensions::textureStorage, &Extensions::textureFloat>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_ALPHA16F_EXT, LUMAFormat( 0, 16, GL_ALPHA, GL_HALF_FLOAT, GL_FLOAT, RequireExtAndExt<&Extensions::textureStorage, &Extensions::textureHalfFloat>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_LUMINANCE16F_EXT, LUMAFormat(16, 0, GL_LUMINANCE, GL_HALF_FLOAT, GL_FLOAT, RequireExtAndExt<&Extensions::textureStorage, &Extensions::textureHalfFloat>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_LUMINANCE8_ALPHA8_EXT, LUMAFormat( 8, 8, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, RequireExt<&Extensions::textureStorage>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_LUMINANCE_ALPHA32F_EXT, LUMAFormat(32, 32, GL_LUMINANCE_ALPHA, GL_FLOAT, GL_FLOAT, RequireExtAndExt<&Extensions::textureStorage, &Extensions::textureFloat>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_LUMINANCE_ALPHA16F_EXT, LUMAFormat(16, 16, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT, GL_FLOAT, RequireExtAndExt<&Extensions::textureStorage, &Extensions::textureHalfFloat>, NeverSupported, AlwaysSupported))); // Unsized formats // | Internal format | Format | Supported | Renderable | Filterable | AddUnsizedFormat(&map, GL_ALPHA, GL_ALPHA, RequireES<2, 0>, NeverSupported, AlwaysSupported); AddUnsizedFormat(&map, GL_LUMINANCE, GL_LUMINANCE, RequireES<2, 0>, NeverSupported, AlwaysSupported); AddUnsizedFormat(&map, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, RequireES<2, 0>, NeverSupported, AlwaysSupported); AddUnsizedFormat(&map, GL_RED, GL_RED, RequireESOrExt<3, 0, &Extensions::textureRG>, NeverSupported, AlwaysSupported); AddUnsizedFormat(&map, GL_RG, GL_RG, RequireESOrExt<3, 0, &Extensions::textureRG>, NeverSupported, AlwaysSupported); AddUnsizedFormat(&map, GL_RGB, GL_RGB, RequireES<2, 0>, RequireES<2, 0>, AlwaysSupported); AddUnsizedFormat(&map, GL_RGBA, GL_RGBA, RequireES<2, 0>, RequireES<2, 0>, AlwaysSupported); AddUnsizedFormat(&map, GL_RED_INTEGER, GL_RED_INTEGER, RequireES<3, 0>, NeverSupported, NeverSupported ); AddUnsizedFormat(&map, GL_RG_INTEGER, GL_RG_INTEGER, RequireES<3, 0>, NeverSupported, NeverSupported ); AddUnsizedFormat(&map, GL_RGB_INTEGER, GL_RGB_INTEGER, RequireES<3, 0>, NeverSupported, NeverSupported ); AddUnsizedFormat(&map, GL_RGBA_INTEGER, GL_RGBA_INTEGER, RequireES<3, 0>, NeverSupported, NeverSupported ); AddUnsizedFormat(&map, GL_BGRA_EXT, GL_BGRA_EXT, RequireExt<&Extensions::textureFormatBGRA8888>, RequireExt<&Extensions::textureFormatBGRA8888>, AlwaysSupported); AddUnsizedFormat(&map, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, RequireES<2, 0>, RequireES<2, 0>, AlwaysSupported); AddUnsizedFormat(&map, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, RequireESOrExt<3, 0, &Extensions::packedDepthStencil>, RequireESOrExt<3, 0, &Extensions::packedDepthStencil>, AlwaysSupported); AddUnsizedFormat(&map, GL_SRGB_EXT, GL_RGB, RequireESOrExt<3, 0, &Extensions::sRGB>, NeverSupported, AlwaysSupported); AddUnsizedFormat(&map, GL_SRGB_ALPHA_EXT, GL_RGBA, RequireESOrExt<3, 0, &Extensions::sRGB>, RequireESOrExt<3, 0, &Extensions::sRGB>, AlwaysSupported); // Compressed formats, From ES 3.0.1 spec, table 3.16 // | Internal format | |W |H | BS |CC| Format | Type | SRGB | Supported | Renderable | Filterable | map.insert(InternalFormatInfoPair(GL_COMPRESSED_R11_EAC, CompressedFormat(4, 4, 64, 1, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SIGNED_R11_EAC, CompressedFormat(4, 4, 64, 1, GL_COMPRESSED_SIGNED_R11_EAC, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RG11_EAC, CompressedFormat(4, 4, 128, 2, GL_COMPRESSED_RG11_EAC, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SIGNED_RG11_EAC, CompressedFormat(4, 4, 128, 2, GL_COMPRESSED_SIGNED_RG11_EAC, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGB8_ETC2, CompressedFormat(4, 4, 64, 3, GL_COMPRESSED_RGB8_ETC2, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ETC2, CompressedFormat(4, 4, 64, 3, GL_COMPRESSED_SRGB8_ETC2, GL_UNSIGNED_BYTE, true, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, CompressedFormat(4, 4, 64, 3, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, CompressedFormat(4, 4, 64, 3, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, true, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA8_ETC2_EAC, CompressedFormat(4, 4, 128, 4, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_UNSIGNED_BYTE, false, RequireES<3, 0>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, CompressedFormat(4, 4, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, GL_UNSIGNED_BYTE, true, RequireES<3, 0>, NeverSupported, AlwaysSupported))); // From GL_EXT_texture_compression_dxt1 // | Internal format | |W |H | BS |CC| Format | Type | SRGB | Supported | Renderable | Filterable | map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, CompressedFormat(4, 4, 64, 3, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::textureCompressionDXT1>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, CompressedFormat(4, 4, 64, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::textureCompressionDXT1>, NeverSupported, AlwaysSupported))); // From GL_ANGLE_texture_compression_dxt3 map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, CompressedFormat(4, 4, 128, 4, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::textureCompressionDXT5>, NeverSupported, AlwaysSupported))); // From GL_ANGLE_texture_compression_dxt5 map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, CompressedFormat(4, 4, 128, 4, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::textureCompressionDXT5>, NeverSupported, AlwaysSupported))); // From GL_OES_compressed_ETC1_RGB8_texture map.insert(InternalFormatInfoPair(GL_ETC1_RGB8_OES, CompressedFormat(4, 4, 64, 3, GL_ETC1_RGB8_OES, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::compressedETC1RGB8Texture>, NeverSupported, AlwaysSupported))); // From KHR_texture_compression_astc_hdr // | Internal format | | W | H | BS |CC| Format | Type | SRGB | Supported | Renderable | Filterable | map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_4x4_KHR, CompressedFormat( 4, 4, 128, 4, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_5x4_KHR, CompressedFormat( 5, 4, 128, 4, GL_COMPRESSED_RGBA_ASTC_5x4_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_5x5_KHR, CompressedFormat( 5, 5, 128, 4, GL_COMPRESSED_RGBA_ASTC_5x5_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_6x5_KHR, CompressedFormat( 6, 5, 128, 4, GL_COMPRESSED_RGBA_ASTC_6x5_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_6x6_KHR, CompressedFormat( 6, 6, 128, 4, GL_COMPRESSED_RGBA_ASTC_6x6_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_8x5_KHR, CompressedFormat( 8, 5, 128, 4, GL_COMPRESSED_RGBA_ASTC_8x5_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_8x6_KHR, CompressedFormat( 8, 6, 128, 4, GL_COMPRESSED_RGBA_ASTC_8x6_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_8x8_KHR, CompressedFormat( 8, 8, 128, 4, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_10x5_KHR, CompressedFormat(10, 5, 128, 4, GL_COMPRESSED_RGBA_ASTC_10x5_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_10x6_KHR, CompressedFormat(10, 6, 128, 4, GL_COMPRESSED_RGBA_ASTC_10x6_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_10x8_KHR, CompressedFormat(10, 8, 128, 4, GL_COMPRESSED_RGBA_ASTC_10x8_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_10x10_KHR, CompressedFormat(10, 10, 128, 4, GL_COMPRESSED_RGBA_ASTC_10x10_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_12x10_KHR, CompressedFormat(12, 10, 128, 4, GL_COMPRESSED_RGBA_ASTC_12x10_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_ASTC_12x12_KHR, CompressedFormat(12, 12, 128, 4, GL_COMPRESSED_RGBA_ASTC_12x12_KHR, GL_UNSIGNED_BYTE, false, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, CompressedFormat( 4, 4, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR, CompressedFormat( 5, 4, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, CompressedFormat( 5, 5, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR, CompressedFormat( 6, 5, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, CompressedFormat( 6, 6, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR, CompressedFormat( 8, 5, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, CompressedFormat( 8, 6, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR, CompressedFormat( 8, 8, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, CompressedFormat(10, 5, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR, CompressedFormat(10, 6, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, CompressedFormat(10, 8, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR, CompressedFormat(10, 10, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, CompressedFormat(12, 10, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); map.insert(InternalFormatInfoPair(GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR, CompressedFormat(12, 12, 128, 4, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR, GL_UNSIGNED_BYTE, true, RequireExtOrExt<&Extensions::textureCompressionASTCHDR, &Extensions::textureCompressionASTCLDR>, NeverSupported, AlwaysSupported))); // For STENCIL_INDEX8 we chose a normalized component type for the following reasons: // - Multisampled buffer are disallowed for non-normalized integer component types and we want to support it for STENCIL_INDEX8 // - All other stencil formats (all depth-stencil) are either float or normalized // - It affects only validation of internalformat in RenderbufferStorageMultisample. // | Internal format |D |S |X | Format | Type | Component type | Supported | Renderable | Filterable | AddDepthStencilFormat(&map, GL_STENCIL_INDEX8, 0, 8, 0, GL_STENCIL, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, RequireES<2, 0>, RequireES<2, 0>, NeverSupported); // From GL_ANGLE_lossy_etc_decode map.insert(InternalFormatInfoPair(GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, CompressedFormat(4, 4, 64, 3, GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::lossyETCDecode>, NeverSupported, AlwaysSupported))); // From GL_EXT_texture_norm16 // | Internal format | R | G | B | A |S | Format | Type | Component type | SRGB | Texture supported | Renderable | Filterable | AddRGBAFormat(&map, GL_R16_EXT, 16, 0, 0, 0, 0, GL_RED, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, RequireExt<&Extensions::textureNorm16>, AlwaysSupported); AddRGBAFormat(&map, GL_R16_SNORM_EXT, 16, 0, 0, 0, 0, GL_RED, GL_SHORT, GL_SIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RG16_EXT, 16, 16, 0, 0, 0, GL_RG, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, RequireExt<&Extensions::textureNorm16>, AlwaysSupported); AddRGBAFormat(&map, GL_RG16_SNORM_EXT, 16, 16, 0, 0, 0, GL_RG, GL_SHORT, GL_SIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RGB16_EXT, 16, 16, 16, 0, 0, GL_RGB, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RGB16_SNORM_EXT, 16, 16, 16, 0, 0, GL_RGB, GL_SHORT, GL_SIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, NeverSupported, AlwaysSupported); AddRGBAFormat(&map, GL_RGBA16_EXT, 16, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, RequireExt<&Extensions::textureNorm16>, AlwaysSupported); AddRGBAFormat(&map, GL_RGBA16_SNORM_EXT, 16, 16, 16, 16, 0, GL_RGBA, GL_SHORT, GL_SIGNED_NORMALIZED, false, RequireExt<&Extensions::textureNorm16>, NeverSupported, AlwaysSupported); // clang-format on return map; } static const InternalFormatInfoMap &GetInternalFormatMap() { static const InternalFormatInfoMap formatMap = BuildInternalFormatInfoMap(); return formatMap; } static FormatSet BuildAllSizedInternalFormatSet() { FormatSet result; for (auto iter : GetInternalFormatMap()) { if (iter.second.pixelBytes > 0) { // TODO(jmadill): Fix this hack. if (iter.first == GL_BGR565_ANGLEX) continue; result.insert(iter.first); } } return result; } const Type &GetTypeInfo(GLenum type) { switch (type) { case GL_UNSIGNED_BYTE: case GL_BYTE: { static const Type info = GenTypeInfo(1, false); return info; } case GL_UNSIGNED_SHORT: case GL_SHORT: case GL_HALF_FLOAT: case GL_HALF_FLOAT_OES: { static const Type info = GenTypeInfo(2, false); return info; } case GL_UNSIGNED_INT: case GL_INT: case GL_FLOAT: { static const Type info = GenTypeInfo(4, false); return info; } case GL_UNSIGNED_SHORT_5_6_5: case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: { static const Type info = GenTypeInfo(2, true); return info; } case GL_UNSIGNED_INT_2_10_10_10_REV: case GL_UNSIGNED_INT_24_8: case GL_UNSIGNED_INT_10F_11F_11F_REV: case GL_UNSIGNED_INT_5_9_9_9_REV: { ASSERT(GL_UNSIGNED_INT_24_8_OES == GL_UNSIGNED_INT_24_8); static const Type info = GenTypeInfo(4, true); return info; } case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: { static const Type info = GenTypeInfo(8, true); return info; } default: { static const Type defaultInfo; return defaultInfo; } } } const InternalFormat &GetInternalFormatInfo(GLenum internalFormat) { const InternalFormatInfoMap &formatMap = GetInternalFormatMap(); auto iter = formatMap.find(internalFormat); if (iter != formatMap.end()) { return iter->second; } else { static const InternalFormat defaultInternalFormat; return defaultInternalFormat; } } ErrorOrResult InternalFormat::computeRowPitch(GLsizei width, GLint alignment, GLint rowLength) const { // Compressed images do not use pack/unpack parameters. if (compressed) { ASSERT(rowLength == 0); return computeCompressedImageSize(Extents(width, 1, 1)); } CheckedNumeric checkedWidth(rowLength > 0 ? rowLength : width); CheckedNumeric checkedRowBytes = checkedWidth * pixelBytes; ASSERT(alignment > 0 && isPow2(alignment)); CheckedNumeric checkedAlignment(alignment); auto aligned = rx::roundUp(checkedRowBytes, checkedAlignment); ANGLE_TRY_CHECKED_MATH(aligned); return aligned.ValueOrDie(); } ErrorOrResult InternalFormat::computeDepthPitch(GLsizei height, GLint imageHeight, GLuint rowPitch) { GLuint rows = (imageHeight > 0 ? static_cast(imageHeight) : static_cast(height)); CheckedNumeric checkedRowPitch(rowPitch); auto depthPitch = checkedRowPitch * rows; ANGLE_TRY_CHECKED_MATH(depthPitch); return depthPitch.ValueOrDie(); } ErrorOrResult InternalFormat::computeDepthPitch(GLsizei width, GLsizei height, GLint alignment, GLint rowLength, GLint imageHeight) const { GLuint rowPitch = 0; ANGLE_TRY_RESULT(computeRowPitch(width, alignment, rowLength), rowPitch); return computeDepthPitch(height, imageHeight, rowPitch); } ErrorOrResult InternalFormat::computeCompressedImageSize(const Extents &size) const { CheckedNumeric checkedWidth(size.width); CheckedNumeric checkedHeight(size.height); CheckedNumeric checkedDepth(size.depth); CheckedNumeric checkedBlockWidth(compressedBlockWidth); CheckedNumeric checkedBlockHeight(compressedBlockHeight); ASSERT(compressed); auto numBlocksWide = (checkedWidth + checkedBlockWidth - 1u) / checkedBlockWidth; auto numBlocksHigh = (checkedHeight + checkedBlockHeight - 1u) / checkedBlockHeight; auto bytes = numBlocksWide * numBlocksHigh * pixelBytes * checkedDepth; ANGLE_TRY_CHECKED_MATH(bytes); return bytes.ValueOrDie(); } ErrorOrResult InternalFormat::computeSkipBytes(GLuint rowPitch, GLuint depthPitch, const PixelStoreStateBase &state, bool is3D) const { CheckedNumeric checkedRowPitch(rowPitch); CheckedNumeric checkedDepthPitch(depthPitch); CheckedNumeric checkedSkipImages(static_cast(state.skipImages)); CheckedNumeric checkedSkipRows(static_cast(state.skipRows)); CheckedNumeric checkedSkipPixels(static_cast(state.skipPixels)); CheckedNumeric checkedPixelBytes(pixelBytes); auto checkedSkipImagesBytes = checkedSkipImages * checkedDepthPitch; if (!is3D) { checkedSkipImagesBytes = 0; } auto skipBytes = checkedSkipImagesBytes + checkedSkipRows * checkedRowPitch + checkedSkipPixels * checkedPixelBytes; ANGLE_TRY_CHECKED_MATH(skipBytes); return skipBytes.ValueOrDie(); } ErrorOrResult InternalFormat::computePackUnpackEndByte(const Extents &size, const PixelStoreStateBase &state, bool is3D) const { GLuint rowPitch = 0; ANGLE_TRY_RESULT(computeRowPitch(size.width, state.alignment, state.rowLength), rowPitch); GLuint depthPitch = 0; if (is3D) { ANGLE_TRY_RESULT(computeDepthPitch(size.height, state.imageHeight, rowPitch), depthPitch); } CheckedNumeric checkedCopyBytes = 0; if (compressed) { ANGLE_TRY_RESULT(computeCompressedImageSize(size), checkedCopyBytes); } else if (size.height != 0 && (!is3D || size.depth != 0)) { CheckedNumeric bytes = pixelBytes; checkedCopyBytes += size.width * bytes; CheckedNumeric heightMinusOne = size.height - 1; checkedCopyBytes += heightMinusOne * rowPitch; if (is3D) { CheckedNumeric depthMinusOne = size.depth - 1; checkedCopyBytes += depthMinusOne * depthPitch; } } CheckedNumeric checkedSkipBytes = 0; ANGLE_TRY_RESULT(computeSkipBytes(rowPitch, depthPitch, state, is3D), checkedSkipBytes); CheckedNumeric endByte = checkedCopyBytes + checkedSkipBytes; ANGLE_TRY_CHECKED_MATH(endByte); return endByte.ValueOrDie(); } GLenum GetSizedInternalFormat(GLenum internalFormat, GLenum type) { const InternalFormat &formatInfo = GetInternalFormatInfo(internalFormat); if (formatInfo.pixelBytes > 0) { return internalFormat; } return GetSizedFormatInternal(internalFormat, type); } const FormatSet &GetAllSizedInternalFormats() { static FormatSet formatSet = BuildAllSizedInternalFormatSet(); return formatSet; } AttributeType GetAttributeType(GLenum enumValue) { switch (enumValue) { case GL_FLOAT: return ATTRIBUTE_FLOAT; case GL_FLOAT_VEC2: return ATTRIBUTE_VEC2; case GL_FLOAT_VEC3: return ATTRIBUTE_VEC3; case GL_FLOAT_VEC4: return ATTRIBUTE_VEC4; case GL_INT: return ATTRIBUTE_INT; case GL_INT_VEC2: return ATTRIBUTE_IVEC2; case GL_INT_VEC3: return ATTRIBUTE_IVEC3; case GL_INT_VEC4: return ATTRIBUTE_IVEC4; case GL_UNSIGNED_INT: return ATTRIBUTE_UINT; case GL_UNSIGNED_INT_VEC2: return ATTRIBUTE_UVEC2; case GL_UNSIGNED_INT_VEC3: return ATTRIBUTE_UVEC3; case GL_UNSIGNED_INT_VEC4: return ATTRIBUTE_UVEC4; case GL_FLOAT_MAT2: return ATTRIBUTE_MAT2; case GL_FLOAT_MAT3: return ATTRIBUTE_MAT3; case GL_FLOAT_MAT4: return ATTRIBUTE_MAT4; case GL_FLOAT_MAT2x3: return ATTRIBUTE_MAT2x3; case GL_FLOAT_MAT2x4: return ATTRIBUTE_MAT2x4; case GL_FLOAT_MAT3x2: return ATTRIBUTE_MAT3x2; case GL_FLOAT_MAT3x4: return ATTRIBUTE_MAT3x4; case GL_FLOAT_MAT4x2: return ATTRIBUTE_MAT4x2; case GL_FLOAT_MAT4x3: return ATTRIBUTE_MAT4x3; default: UNREACHABLE(); return ATTRIBUTE_FLOAT; } } VertexFormatType GetVertexFormatType(GLenum type, GLboolean normalized, GLuint components, bool pureInteger) { switch (type) { case GL_BYTE: switch (components) { case 1: if (pureInteger) return VERTEX_FORMAT_SBYTE1_INT; if (normalized) return VERTEX_FORMAT_SBYTE1_NORM; return VERTEX_FORMAT_SBYTE1; case 2: if (pureInteger) return VERTEX_FORMAT_SBYTE2_INT; if (normalized) return VERTEX_FORMAT_SBYTE2_NORM; return VERTEX_FORMAT_SBYTE2; case 3: if (pureInteger) return VERTEX_FORMAT_SBYTE3_INT; if (normalized) return VERTEX_FORMAT_SBYTE3_NORM; return VERTEX_FORMAT_SBYTE3; case 4: if (pureInteger) return VERTEX_FORMAT_SBYTE4_INT; if (normalized) return VERTEX_FORMAT_SBYTE4_NORM; return VERTEX_FORMAT_SBYTE4; default: UNREACHABLE(); break; } case GL_UNSIGNED_BYTE: switch (components) { case 1: if (pureInteger) return VERTEX_FORMAT_UBYTE1_INT; if (normalized) return VERTEX_FORMAT_UBYTE1_NORM; return VERTEX_FORMAT_UBYTE1; case 2: if (pureInteger) return VERTEX_FORMAT_UBYTE2_INT; if (normalized) return VERTEX_FORMAT_UBYTE2_NORM; return VERTEX_FORMAT_UBYTE2; case 3: if (pureInteger) return VERTEX_FORMAT_UBYTE3_INT; if (normalized) return VERTEX_FORMAT_UBYTE3_NORM; return VERTEX_FORMAT_UBYTE3; case 4: if (pureInteger) return VERTEX_FORMAT_UBYTE4_INT; if (normalized) return VERTEX_FORMAT_UBYTE4_NORM; return VERTEX_FORMAT_UBYTE4; default: UNREACHABLE(); break; } case GL_SHORT: switch (components) { case 1: if (pureInteger) return VERTEX_FORMAT_SSHORT1_INT; if (normalized) return VERTEX_FORMAT_SSHORT1_NORM; return VERTEX_FORMAT_SSHORT1; case 2: if (pureInteger) return VERTEX_FORMAT_SSHORT2_INT; if (normalized) return VERTEX_FORMAT_SSHORT2_NORM; return VERTEX_FORMAT_SSHORT2; case 3: if (pureInteger) return VERTEX_FORMAT_SSHORT3_INT; if (normalized) return VERTEX_FORMAT_SSHORT3_NORM; return VERTEX_FORMAT_SSHORT3; case 4: if (pureInteger) return VERTEX_FORMAT_SSHORT4_INT; if (normalized) return VERTEX_FORMAT_SSHORT4_NORM; return VERTEX_FORMAT_SSHORT4; default: UNREACHABLE(); break; } case GL_UNSIGNED_SHORT: switch (components) { case 1: if (pureInteger) return VERTEX_FORMAT_USHORT1_INT; if (normalized) return VERTEX_FORMAT_USHORT1_NORM; return VERTEX_FORMAT_USHORT1; case 2: if (pureInteger) return VERTEX_FORMAT_USHORT2_INT; if (normalized) return VERTEX_FORMAT_USHORT2_NORM; return VERTEX_FORMAT_USHORT2; case 3: if (pureInteger) return VERTEX_FORMAT_USHORT3_INT; if (normalized) return VERTEX_FORMAT_USHORT3_NORM; return VERTEX_FORMAT_USHORT3; case 4: if (pureInteger) return VERTEX_FORMAT_USHORT4_INT; if (normalized) return VERTEX_FORMAT_USHORT4_NORM; return VERTEX_FORMAT_USHORT4; default: UNREACHABLE(); break; } case GL_INT: switch (components) { case 1: if (pureInteger) return VERTEX_FORMAT_SINT1_INT; if (normalized) return VERTEX_FORMAT_SINT1_NORM; return VERTEX_FORMAT_SINT1; case 2: if (pureInteger) return VERTEX_FORMAT_SINT2_INT; if (normalized) return VERTEX_FORMAT_SINT2_NORM; return VERTEX_FORMAT_SINT2; case 3: if (pureInteger) return VERTEX_FORMAT_SINT3_INT; if (normalized) return VERTEX_FORMAT_SINT3_NORM; return VERTEX_FORMAT_SINT3; case 4: if (pureInteger) return VERTEX_FORMAT_SINT4_INT; if (normalized) return VERTEX_FORMAT_SINT4_NORM; return VERTEX_FORMAT_SINT4; default: UNREACHABLE(); break; } case GL_UNSIGNED_INT: switch (components) { case 1: if (pureInteger) return VERTEX_FORMAT_UINT1_INT; if (normalized) return VERTEX_FORMAT_UINT1_NORM; return VERTEX_FORMAT_UINT1; case 2: if (pureInteger) return VERTEX_FORMAT_UINT2_INT; if (normalized) return VERTEX_FORMAT_UINT2_NORM; return VERTEX_FORMAT_UINT2; case 3: if (pureInteger) return VERTEX_FORMAT_UINT3_INT; if (normalized) return VERTEX_FORMAT_UINT3_NORM; return VERTEX_FORMAT_UINT3; case 4: if (pureInteger) return VERTEX_FORMAT_UINT4_INT; if (normalized) return VERTEX_FORMAT_UINT4_NORM; return VERTEX_FORMAT_UINT4; default: UNREACHABLE(); break; } case GL_FLOAT: switch (components) { case 1: return VERTEX_FORMAT_FLOAT1; case 2: return VERTEX_FORMAT_FLOAT2; case 3: return VERTEX_FORMAT_FLOAT3; case 4: return VERTEX_FORMAT_FLOAT4; default: UNREACHABLE(); break; } case GL_HALF_FLOAT: switch (components) { case 1: return VERTEX_FORMAT_HALF1; case 2: return VERTEX_FORMAT_HALF2; case 3: return VERTEX_FORMAT_HALF3; case 4: return VERTEX_FORMAT_HALF4; default: UNREACHABLE(); break; } case GL_FIXED: switch (components) { case 1: return VERTEX_FORMAT_FIXED1; case 2: return VERTEX_FORMAT_FIXED2; case 3: return VERTEX_FORMAT_FIXED3; case 4: return VERTEX_FORMAT_FIXED4; default: UNREACHABLE(); break; } case GL_INT_2_10_10_10_REV: if (pureInteger) return VERTEX_FORMAT_SINT210_INT; if (normalized) return VERTEX_FORMAT_SINT210_NORM; return VERTEX_FORMAT_SINT210; case GL_UNSIGNED_INT_2_10_10_10_REV: if (pureInteger) return VERTEX_FORMAT_UINT210_INT; if (normalized) return VERTEX_FORMAT_UINT210_NORM; return VERTEX_FORMAT_UINT210; default: UNREACHABLE(); break; } return VERTEX_FORMAT_UBYTE1; } VertexFormatType GetVertexFormatType(const VertexAttribute &attrib) { return GetVertexFormatType(attrib.type, attrib.normalized, attrib.size, attrib.pureInteger); } VertexFormatType GetVertexFormatType(const VertexAttribute &attrib, GLenum currentValueType) { if (!attrib.enabled) { return GetVertexFormatType(currentValueType, GL_FALSE, 4, (currentValueType != GL_FLOAT)); } return GetVertexFormatType(attrib); } const VertexFormat &GetVertexFormatFromType(VertexFormatType vertexFormatType) { switch (vertexFormatType) { case VERTEX_FORMAT_SBYTE1: { static const VertexFormat format(GL_BYTE, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_SBYTE1_NORM: { static const VertexFormat format(GL_BYTE, GL_TRUE, 1, false); return format; } case VERTEX_FORMAT_SBYTE2: { static const VertexFormat format(GL_BYTE, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_SBYTE2_NORM: { static const VertexFormat format(GL_BYTE, GL_TRUE, 2, false); return format; } case VERTEX_FORMAT_SBYTE3: { static const VertexFormat format(GL_BYTE, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_SBYTE3_NORM: { static const VertexFormat format(GL_BYTE, GL_TRUE, 3, false); return format; } case VERTEX_FORMAT_SBYTE4: { static const VertexFormat format(GL_BYTE, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_SBYTE4_NORM: { static const VertexFormat format(GL_BYTE, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_UBYTE1: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_UBYTE1_NORM: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_TRUE, 1, false); return format; } case VERTEX_FORMAT_UBYTE2: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_UBYTE2_NORM: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_TRUE, 2, false); return format; } case VERTEX_FORMAT_UBYTE3: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_UBYTE3_NORM: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_TRUE, 3, false); return format; } case VERTEX_FORMAT_UBYTE4: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_UBYTE4_NORM: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_SSHORT1: { static const VertexFormat format(GL_SHORT, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_SSHORT1_NORM: { static const VertexFormat format(GL_SHORT, GL_TRUE, 1, false); return format; } case VERTEX_FORMAT_SSHORT2: { static const VertexFormat format(GL_SHORT, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_SSHORT2_NORM: { static const VertexFormat format(GL_SHORT, GL_TRUE, 2, false); return format; } case VERTEX_FORMAT_SSHORT3: { static const VertexFormat format(GL_SHORT, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_SSHORT3_NORM: { static const VertexFormat format(GL_SHORT, GL_TRUE, 3, false); return format; } case VERTEX_FORMAT_SSHORT4: { static const VertexFormat format(GL_SHORT, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_SSHORT4_NORM: { static const VertexFormat format(GL_SHORT, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_USHORT1: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_USHORT1_NORM: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_TRUE, 1, false); return format; } case VERTEX_FORMAT_USHORT2: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_USHORT2_NORM: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_TRUE, 2, false); return format; } case VERTEX_FORMAT_USHORT3: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_USHORT3_NORM: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_TRUE, 3, false); return format; } case VERTEX_FORMAT_USHORT4: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_USHORT4_NORM: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_SINT1: { static const VertexFormat format(GL_INT, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_SINT1_NORM: { static const VertexFormat format(GL_INT, GL_TRUE, 1, false); return format; } case VERTEX_FORMAT_SINT2: { static const VertexFormat format(GL_INT, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_SINT2_NORM: { static const VertexFormat format(GL_INT, GL_TRUE, 2, false); return format; } case VERTEX_FORMAT_SINT3: { static const VertexFormat format(GL_INT, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_SINT3_NORM: { static const VertexFormat format(GL_INT, GL_TRUE, 3, false); return format; } case VERTEX_FORMAT_SINT4: { static const VertexFormat format(GL_INT, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_SINT4_NORM: { static const VertexFormat format(GL_INT, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_UINT1: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_UINT1_NORM: { static const VertexFormat format(GL_UNSIGNED_INT, GL_TRUE, 1, false); return format; } case VERTEX_FORMAT_UINT2: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_UINT2_NORM: { static const VertexFormat format(GL_UNSIGNED_INT, GL_TRUE, 2, false); return format; } case VERTEX_FORMAT_UINT3: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_UINT3_NORM: { static const VertexFormat format(GL_UNSIGNED_INT, GL_TRUE, 3, false); return format; } case VERTEX_FORMAT_UINT4: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_UINT4_NORM: { static const VertexFormat format(GL_UNSIGNED_INT, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_SBYTE1_INT: { static const VertexFormat format(GL_BYTE, GL_FALSE, 1, true); return format; } case VERTEX_FORMAT_SBYTE2_INT: { static const VertexFormat format(GL_BYTE, GL_FALSE, 2, true); return format; } case VERTEX_FORMAT_SBYTE3_INT: { static const VertexFormat format(GL_BYTE, GL_FALSE, 3, true); return format; } case VERTEX_FORMAT_SBYTE4_INT: { static const VertexFormat format(GL_BYTE, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_UBYTE1_INT: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 1, true); return format; } case VERTEX_FORMAT_UBYTE2_INT: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 2, true); return format; } case VERTEX_FORMAT_UBYTE3_INT: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 3, true); return format; } case VERTEX_FORMAT_UBYTE4_INT: { static const VertexFormat format(GL_UNSIGNED_BYTE, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_SSHORT1_INT: { static const VertexFormat format(GL_SHORT, GL_FALSE, 1, true); return format; } case VERTEX_FORMAT_SSHORT2_INT: { static const VertexFormat format(GL_SHORT, GL_FALSE, 2, true); return format; } case VERTEX_FORMAT_SSHORT3_INT: { static const VertexFormat format(GL_SHORT, GL_FALSE, 3, true); return format; } case VERTEX_FORMAT_SSHORT4_INT: { static const VertexFormat format(GL_SHORT, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_USHORT1_INT: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 1, true); return format; } case VERTEX_FORMAT_USHORT2_INT: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 2, true); return format; } case VERTEX_FORMAT_USHORT3_INT: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 3, true); return format; } case VERTEX_FORMAT_USHORT4_INT: { static const VertexFormat format(GL_UNSIGNED_SHORT, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_SINT1_INT: { static const VertexFormat format(GL_INT, GL_FALSE, 1, true); return format; } case VERTEX_FORMAT_SINT2_INT: { static const VertexFormat format(GL_INT, GL_FALSE, 2, true); return format; } case VERTEX_FORMAT_SINT3_INT: { static const VertexFormat format(GL_INT, GL_FALSE, 3, true); return format; } case VERTEX_FORMAT_SINT4_INT: { static const VertexFormat format(GL_INT, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_UINT1_INT: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 1, true); return format; } case VERTEX_FORMAT_UINT2_INT: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 2, true); return format; } case VERTEX_FORMAT_UINT3_INT: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 3, true); return format; } case VERTEX_FORMAT_UINT4_INT: { static const VertexFormat format(GL_UNSIGNED_INT, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_FIXED1: { static const VertexFormat format(GL_FIXED, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_FIXED2: { static const VertexFormat format(GL_FIXED, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_FIXED3: { static const VertexFormat format(GL_FIXED, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_FIXED4: { static const VertexFormat format(GL_FIXED, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_HALF1: { static const VertexFormat format(GL_HALF_FLOAT, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_HALF2: { static const VertexFormat format(GL_HALF_FLOAT, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_HALF3: { static const VertexFormat format(GL_HALF_FLOAT, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_HALF4: { static const VertexFormat format(GL_HALF_FLOAT, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_FLOAT1: { static const VertexFormat format(GL_FLOAT, GL_FALSE, 1, false); return format; } case VERTEX_FORMAT_FLOAT2: { static const VertexFormat format(GL_FLOAT, GL_FALSE, 2, false); return format; } case VERTEX_FORMAT_FLOAT3: { static const VertexFormat format(GL_FLOAT, GL_FALSE, 3, false); return format; } case VERTEX_FORMAT_FLOAT4: { static const VertexFormat format(GL_FLOAT, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_SINT210: { static const VertexFormat format(GL_INT_2_10_10_10_REV, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_UINT210: { static const VertexFormat format(GL_UNSIGNED_INT_2_10_10_10_REV, GL_FALSE, 4, false); return format; } case VERTEX_FORMAT_SINT210_NORM: { static const VertexFormat format(GL_INT_2_10_10_10_REV, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_UINT210_NORM: { static const VertexFormat format(GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE, 4, false); return format; } case VERTEX_FORMAT_SINT210_INT: { static const VertexFormat format(GL_INT_2_10_10_10_REV, GL_FALSE, 4, true); return format; } case VERTEX_FORMAT_UINT210_INT: { static const VertexFormat format(GL_UNSIGNED_INT_2_10_10_10_REV, GL_FALSE, 4, true); return format; } default: { static const VertexFormat format(GL_NONE, GL_FALSE, 0, false); return format; } } } VertexFormat::VertexFormat(GLenum typeIn, GLboolean normalizedIn, GLuint componentsIn, bool pureIntegerIn) : type(typeIn), normalized(normalizedIn), components(componentsIn), pureInteger(pureIntegerIn) { // float -> !normalized ASSERT(!(type == GL_FLOAT || type == GL_HALF_FLOAT || type == GL_FIXED) || normalized == GL_FALSE); } }