Fixed RGBA16F DDS loading.

This commit is contained in:
bkaradzic 2013-01-26 23:00:35 -08:00
parent a674d734d3
commit 4dc9be09d3
7 changed files with 100 additions and 62 deletions

View file

@ -306,6 +306,7 @@ namespace bgfx
BGRX8,
BGRA8,
RGBA16,
RGBA16F,
R5G6B5,
RGBA4,
RGB5A1,

View file

@ -906,9 +906,9 @@ namespace bgfx
static const uint32_t s_bitsPerPixel[TextureFormat::Count] =
{
4, // Dxt1
8, // Dxt3
8, // Dxt5
4, // BC1
8, // BC2
8, // BC3
4, // BC4
8, // BC5
0, // Unknown
@ -916,6 +916,7 @@ namespace bgfx
32, // BGRX8
32, // BGRA8
64, // RGBA16
64, // RGBA16F
16, // R5G6B5
16, // RGBA4
16, // RGB5A1

View file

@ -24,6 +24,11 @@ vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
struct BgfxSampler3D
{
SamplerState m_sampler;
@ -35,6 +40,11 @@ vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
struct BgfxSamplerCube
{
SamplerState m_sampler;
@ -46,58 +56,87 @@ vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
# define SAMPLER2D(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name ## Texture : register(t[_reg]); \
static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
# define sampler2D BgfxSampler2D
# define texture2D(_name, _coord) bgfxTexture2D(_name, _coord)
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
# define SAMPLER3D(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture3D _name ## Texture : register(t[_reg]); \
static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
# define sampler3D BgfxSampler3D
# define texture3D(_name, _coord) bgfxTexture3D(_name, _coord)
# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
# define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
# define SAMPLERCUBE(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform TextureCube _name ## Texture : register(t[_reg]); \
static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
# define samplerCube BgfxSamplerCube
# define textureCube(_name, _coord) bgfxTextureCube(_name, _coord)
# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
# else
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
# define texture2D tex2D
# define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec3( (_coord).xy, _level) )
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg)
# define texture3D tex3D
# define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
# define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg])
# define textureCube texCUBE
# define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
# endif //
# define vec2_splat(_x) float2(_x, _x)
# define vec3_splat(_x) float3(_x, _x, _x)
# define vec4_splat(_x) float4(_x, _x, _x, _x)
vec3 instMul(vec3 _vec, mat3 _mtx)
{
return mul(_mtx, _vec);
}
# define bvec2 bool2
# define bvec3 bool3
# define bvec4 bool4
vec3 instMul(mat3 _mtx, vec3 _vec)
{
return mul(_vec, _mtx);
}
vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); }
vec4 instMul(vec4 _vec, mat4 _mtx)
{
return mul(_mtx, _vec);
}
bvec2 lessThan(vec2 _a, vec2 _b) { return _a < _b; }
bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
bvec2 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
bvec2 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
bvec4 greaterThan(vec4 _a, vec4 _b) { return _a > _b; }
bvec2 greaterThanEqual(vec2 _a, vec2 _b) { return _a >= _b; }
bvec3 greaterThanEqual(vec3 _a, vec3 _b) { return _a >= _b; }
bvec4 greaterThanEqual(vec4 _a, vec4 _b) { return _a >= _b; }
bvec2 notEqual(vec2 _a, vec2 _b) { return _a != _b; }
bvec3 notEqual(vec3 _a, vec3 _b) { return _a != _b; }
bvec4 notEqual(vec4 _a, vec4 _b) { return _a != _b; }
bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_vec, _mtx);
}
#elif BGFX_SHADER_LANGUAGE_GLSL
# define atan2(_x, _y) atan(_x, _y)
# define frac(_x) fract(_x)
@ -111,25 +150,10 @@ vec4 instMul(mat4 _mtx, vec4 _vec)
# define vec3_splat(_x) vec3(_x)
# define vec4_splat(_x) vec4(_x)
vec3 instMul(vec3 _vec, mat3 _mtx)
{
return mul(_vec, _mtx);
}
vec3 instMul(mat3 _mtx, vec3 _vec)
{
return mul(_mtx, _vec);
}
vec4 instMul(vec4 _vec, mat4 _mtx)
{
return mul(_vec, _mtx);
}
vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_mtx, _vec);
}
vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
#endif // BGFX_SHADER_LANGUAGE_HLSL
#endif // __cplusplus

View file

@ -23,6 +23,7 @@ namespace bgfx
#define DDS_ATI1 BX_MAKEFOURCC('A', 'T', 'I', '1')
#define DDS_ATI2 BX_MAKEFOURCC('A', 'T', 'I', '2')
#define D3DFMT_A16B16G16R16 36
#define D3DFMT_A16B16G16R16F 113
#define DDSD_CAPS 0x00000001
@ -495,11 +496,17 @@ bool parseDds(Dds& _dds, const Memory* _mem)
bpp = 4;
break;
case D3DFMT_A16B16G16R16F:
case D3DFMT_A16B16G16R16:
type = TextureFormat::RGBA16;
blockSize = 8;
bpp = 64;
break;
case D3DFMT_A16B16G16R16F:
type = TextureFormat::RGBA16F;
blockSize = 8;
bpp = 64;
break;
}
}
else

View file

@ -158,6 +158,7 @@ namespace bgfx
{ DXGI_FORMAT_R8_UNORM, 8 },
{ DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
{ DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
{ DXGI_FORMAT_R16G16B16A16_UNORM, 64 },
{ DXGI_FORMAT_R16G16B16A16_FLOAT, 64 },
{ DXGI_FORMAT_B5G6R5_UNORM, 16 },
{ DXGI_FORMAT_B4G4R4A4_UNORM, 16 },

View file

@ -164,20 +164,21 @@ namespace bgfx
static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
{
{ D3DFMT_DXT1, 4 },
{ D3DFMT_DXT3, 8 },
{ D3DFMT_DXT5, 8 },
{ D3DFMT_ATI1, 4 },
{ D3DFMT_ATI2, 8 },
{ D3DFMT_UNKNOWN, 0 },
{ D3DFMT_L8, 8 },
{ D3DFMT_X8R8G8B8, 32 },
{ D3DFMT_A8R8G8B8, 32 },
{ D3DFMT_A16B16G16R16, 64 },
{ D3DFMT_R5G6B5, 16 },
{ D3DFMT_A4R4G4B4, 16 },
{ D3DFMT_A1R5G5B5, 16 },
{ D3DFMT_A2B10G10R10, 32 },
{ D3DFMT_DXT1, 4 },
{ D3DFMT_DXT3, 8 },
{ D3DFMT_DXT5, 8 },
{ D3DFMT_ATI1, 4 },
{ D3DFMT_ATI2, 8 },
{ D3DFMT_UNKNOWN, 0 },
{ D3DFMT_L8, 8 },
{ D3DFMT_X8R8G8B8, 32 },
{ D3DFMT_A8R8G8B8, 32 },
{ D3DFMT_A16B16G16R16, 64 },
{ D3DFMT_A16B16G16R16F, 64 },
{ D3DFMT_R5G6B5, 16 },
{ D3DFMT_A4R4G4B4, 16 },
{ D3DFMT_A1R5G5B5, 16 },
{ D3DFMT_A2B10G10R10, 32 },
};
static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =

View file

@ -539,6 +539,7 @@ namespace bgfx
{ GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, 8, true },
{ GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, 32, true },
{ GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, 32, true },
{ GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, 64, true },
#if BGFX_CONFIG_RENDERER_OPENGL
{ GL_RGBA16, GL_RGBA, GL_HALF_FLOAT, 64, true },
#else
@ -1047,11 +1048,13 @@ namespace bgfx
if (!tfi.m_supported
|| TextureFormat::Unknown < dds.m_type)
{
bool decompress = TextureFormat::Unknown > dds.m_type;
uint8_t textureFormat = dds.m_type;
bool decompress = TextureFormat::Unknown > textureFormat;
if (decompress)
{
const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
textureFormat = TextureFormat::BGRA8;
const TextureFormatInfo& tfi = s_textureFormat[textureFormat];
internalFmt = tfi.m_internalFmt;
m_fmt = tfi.m_fmt;
m_type = tfi.m_type;
@ -1069,7 +1072,7 @@ namespace bgfx
}
#endif // BGFX_CONFIG_RENDERER_OPENGL
uint8_t* bits = (uint8_t*)g_realloc(NULL, dds.m_width*dds.m_height*4);
uint8_t* bits = (uint8_t*)g_realloc(NULL, dds.m_width*dds.m_height*tfi.m_bpp/8);
for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
{