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// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/opengl/GLFormat.h"
namespace dawn::native::opengl {
GLFormatTable BuildGLFormatTable(GLenum internalFormatForBGRA) {
GLFormatTable table;
using Type = GLFormat::ComponentType;
auto AddFormat = [&table](wgpu::TextureFormat dawnFormat, GLenum internalFormat, GLenum format,
GLenum type, Type componentType) {
FormatIndex index = ComputeFormatIndex(dawnFormat);
DAWN_ASSERT(index < table.size());
table[index].internalFormat = internalFormat;
table[index].format = format;
table[index].type = type;
table[index].componentType = componentType;
table[index].isSupportedOnBackend = true;
};
// It's dangerous to go alone, take this:
//
// [ANGLE's formatutils.cpp]
// [ANGLE's formatutilsgl.cpp]
//
// The format tables in these files are extremely complete and the best reference on GL
// format support, enums, etc.
// clang-format off
// 1 byte color formats
AddFormat(wgpu::TextureFormat::R8Unorm, GL_R8, GL_RED, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::R8Snorm, GL_R8_SNORM, GL_RED, GL_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::R8Uint, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, Type::Uint);
AddFormat(wgpu::TextureFormat::R8Sint, GL_R8I, GL_RED_INTEGER, GL_BYTE, Type::Int);
// 2 bytes color formats
AddFormat(wgpu::TextureFormat::R16Unorm, GL_R16, GL_RED, GL_UNSIGNED_SHORT, Type::Float);
AddFormat(wgpu::TextureFormat::R16Snorm, GL_R16_SNORM, GL_RED, GL_SHORT, Type::Float);
AddFormat(wgpu::TextureFormat::R16Uint, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT, Type::Uint);
AddFormat(wgpu::TextureFormat::R16Sint, GL_R16I, GL_RED_INTEGER, GL_SHORT, Type::Int);
AddFormat(wgpu::TextureFormat::R16Float, GL_R16F, GL_RED, GL_HALF_FLOAT, Type::Float);
AddFormat(wgpu::TextureFormat::RG8Unorm, GL_RG8, GL_RG, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::RG8Snorm, GL_RG8_SNORM, GL_RG, GL_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::RG8Uint, GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE, Type::Uint);
AddFormat(wgpu::TextureFormat::RG8Sint, GL_RG8I, GL_RG_INTEGER, GL_BYTE, Type::Int);
// 4 bytes color formats
AddFormat(wgpu::TextureFormat::R32Uint, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, Type::Uint);
AddFormat(wgpu::TextureFormat::R32Sint, GL_R32I, GL_RED_INTEGER, GL_INT, Type::Int);
AddFormat(wgpu::TextureFormat::R32Float, GL_R32F, GL_RED, GL_FLOAT, Type::Float);
AddFormat(wgpu::TextureFormat::RG16Unorm, GL_RG16, GL_RG, GL_UNSIGNED_SHORT, Type::Float);
AddFormat(wgpu::TextureFormat::RG16Snorm, GL_RG16_SNORM, GL_RG, GL_SHORT, Type::Float);
AddFormat(wgpu::TextureFormat::RG16Uint, GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT, Type::Uint);
AddFormat(wgpu::TextureFormat::RG16Sint, GL_RG16I, GL_RG_INTEGER, GL_SHORT, Type::Int);
AddFormat(wgpu::TextureFormat::RG16Float, GL_RG16F, GL_RG, GL_HALF_FLOAT, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA8Unorm, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA8UnormSrgb, GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA8Snorm, GL_RGBA8_SNORM, GL_RGBA, GL_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA8Uint, GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, Type::Uint);
AddFormat(wgpu::TextureFormat::RGBA8Sint, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, Type::Int);
AddFormat(wgpu::TextureFormat::BGRA8Unorm, internalFormatForBGRA, GL_BGRA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::RGB10A2Uint, GL_RGB10_A2UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV, Type::Uint);
AddFormat(wgpu::TextureFormat::RGB10A2Unorm, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, Type::Float);
AddFormat(wgpu::TextureFormat::RG11B10Ufloat, GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, Type::Float);
AddFormat(wgpu::TextureFormat::RGB9E5Ufloat, GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, Type::Float);
// 8 bytes color formats
AddFormat(wgpu::TextureFormat::RG32Uint, GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT, Type::Uint);
AddFormat(wgpu::TextureFormat::RG32Sint, GL_RG32I, GL_RG_INTEGER, GL_INT, Type::Int);
AddFormat(wgpu::TextureFormat::RG32Float, GL_RG32F, GL_RG, GL_FLOAT, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA16Unorm, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA16Snorm, GL_RGBA16_SNORM, GL_RGBA, GL_SHORT, Type::Float);
AddFormat(wgpu::TextureFormat::RGBA16Uint, GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, Type::Uint);
AddFormat(wgpu::TextureFormat::RGBA16Sint, GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT, Type::Int);
AddFormat(wgpu::TextureFormat::RGBA16Float, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, Type::Float);
// 16 bytes color formats
AddFormat(wgpu::TextureFormat::RGBA32Uint, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, Type::Uint);
AddFormat(wgpu::TextureFormat::RGBA32Sint, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT, Type::Int);
AddFormat(wgpu::TextureFormat::RGBA32Float, GL_RGBA32F, GL_RGBA, GL_FLOAT, Type::Float);
// Depth stencil formats
AddFormat(wgpu::TextureFormat::Depth32Float, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, Type::DepthStencil);
AddFormat(wgpu::TextureFormat::Depth24Plus, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, Type::DepthStencil);
AddFormat(wgpu::TextureFormat::Depth24PlusStencil8, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, Type::DepthStencil);
AddFormat(wgpu::TextureFormat::Depth16Unorm, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, Type::DepthStencil);
AddFormat(wgpu::TextureFormat::Stencil8, GL_STENCIL_INDEX8, GL_STENCIL, GL_UNSIGNED_BYTE, Type::DepthStencil);
// Block compressed formats
AddFormat(wgpu::TextureFormat::BC1RGBAUnorm, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC1RGBAUnormSrgb, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC2RGBAUnorm, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC2RGBAUnormSrgb, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC3RGBAUnorm, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC3RGBAUnormSrgb, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC4RSnorm, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_RED, GL_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC4RUnorm, GL_COMPRESSED_RED_RGTC1, GL_RED, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC5RGSnorm, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, GL_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC5RGUnorm, GL_COMPRESSED_RG_RGTC2, GL_RG, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC6HRGBFloat, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_RGB, GL_HALF_FLOAT, Type::Float);
AddFormat(wgpu::TextureFormat::BC6HRGBUfloat, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_RGB, GL_HALF_FLOAT, Type::Float);
AddFormat(wgpu::TextureFormat::BC7RGBAUnorm, GL_COMPRESSED_RGBA_BPTC_UNORM, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
AddFormat(wgpu::TextureFormat::BC7RGBAUnormSrgb, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
// clang-format on
return table;
}
} // namespace dawn::native::opengl