mirror of https://github.com/axmolengine/axmol.git
GL_RGBA32F GL backend support (#1034)
* Added GL_RGBA32F_EXT for GL backend to support floating point textures. * Committing genbindings changes * Added fp texture constant to mtl. Co-authored-by: solan-solan <solan-solan@users.noreply.github.com>
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@ -136,6 +136,8 @@ enum class PixelFormat : uint32_t
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LA8,
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LA8,
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//!!!Please append normal pixel format
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//!!!Please append normal pixel format
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//! 32-bit texture: RGBA8888
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RGBA32F,
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/* below is depth compression format */
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/* below is depth compression format */
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// A packed 32-bit combined depth and stencil pixel format with two nomorlized unsigned integer
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// A packed 32-bit combined depth and stencil pixel format with two nomorlized unsigned integer
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@ -72,6 +72,7 @@ static const PixelFormatDescriptor s_pixelFormatDescriptors[] = {
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{8, 1, 1, 1, 1, 1, true, "A8"}, // A8
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{8, 1, 1, 1, 1, 1, true, "A8"}, // A8
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{8, 1, 1, 1, 1, 1, false, "L8"}, // L8
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{8, 1, 1, 1, 1, 1, false, "L8"}, // L8
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{16, 1, 1, 2, 1, 1, true, "LA8"}, // LA8
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{16, 1, 1, 2, 1, 1, true, "LA8"}, // LA8
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{128, 1, 1, 4, 1, 1, true, "RGBA32F"}, // RGBA32F
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#if (AX_TARGET_PLATFORM != AX_PLATFORM_IOS)
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#if (AX_TARGET_PLATFORM != AX_PLATFORM_IOS)
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{32, 1, 1, 4, 1, 1, false, "D24S8"}, // D24S8
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{32, 1, 1, 4, 1, 1, false, "D24S8"}, // D24S8
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#else
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#else
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@ -107,6 +107,7 @@ static GPUTextureFormatInfo s_textureFormats[] = {
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{MTLPixelFormatA8Unorm, MTLPixelFormatInvalid}, // A8
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{MTLPixelFormatA8Unorm, MTLPixelFormatInvalid}, // A8
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{MTLPixelFormatInvalid, MTLPixelFormatInvalid}, // L8
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{MTLPixelFormatInvalid, MTLPixelFormatInvalid}, // L8
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{MTLPixelFormatInvalid, MTLPixelFormatInvalid}, // LA8
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{MTLPixelFormatInvalid, MTLPixelFormatInvalid}, // LA8
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{MTLPixelFormatRGBA32Float, MTLPixelFormatInvalid}, // RGBA32F
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/* depth stencil */
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/* depth stencil */
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{MTLPixelFormat(255 /*Depth24Unorm_Stencil8*/), MTLPixelFormatInvalid}, // D24S8
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{MTLPixelFormat(255 /*Depth24Unorm_Stencil8*/), MTLPixelFormatInvalid}, // D24S8
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@ -88,7 +88,8 @@ static GPUTextureFormatInfo s_textureFormats[] =
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{ GL_ALPHA, GL_ALPHA, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, }, // A8
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{ GL_ALPHA, GL_ALPHA, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, }, // A8
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{ GL_LUMINANCE, GL_SLUMINANCE, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, }, // L8
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{ GL_LUMINANCE, GL_SLUMINANCE, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, }, // L8
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{ GL_LUMINANCE_ALPHA, GL_SLUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, }, // LA8
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{ GL_LUMINANCE_ALPHA, GL_SLUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, }, // LA8
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{ GL_RGBA32F_EXT, GL_ZERO, GL_RGBA, GL_ZERO, GL_FLOAT, }, // RGBA32F
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/* depth stencil internalFormat | internalFormatSrgb | format | formatSrgb | type */
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/* depth stencil internalFormat | internalFormatSrgb | format | formatSrgb | type */
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#if defined(AX_USE_GLES)
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#if defined(AX_USE_GLES)
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{ GL_DEPTH_STENCIL_OES, GL_ZERO, GL_DEPTH_STENCIL_OES, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, }, // D24S8
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{ GL_DEPTH_STENCIL_OES, GL_ZERO, GL_DEPTH_STENCIL_OES, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, }, // D24S8
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@ -112,8 +112,9 @@ int lua_register_ax_backend_PixelFormat(lua_State* tolua_S)
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tolua_constant(tolua_S, "A8", 26);
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tolua_constant(tolua_S, "A8", 26);
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tolua_constant(tolua_S, "L8", 27);
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tolua_constant(tolua_S, "L8", 27);
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tolua_constant(tolua_S, "LA8", 28);
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tolua_constant(tolua_S, "LA8", 28);
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tolua_constant(tolua_S, "D24S8", 29);
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tolua_constant(tolua_S, "RGBA32F", 29);
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tolua_constant(tolua_S, "COUNT", 30);
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tolua_constant(tolua_S, "D24S8", 30);
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tolua_constant(tolua_S, "COUNT", 31);
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tolua_constant(tolua_S, "NONE", 65535);
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tolua_constant(tolua_S, "NONE", 65535);
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tolua_endmodule(tolua_S);
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tolua_endmodule(tolua_S);
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