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authorAntony Riakiotakis <kalast@gmail.com>2015-01-05 13:23:44 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-01-05 13:23:54 +0300
commit3414d014114158444f5d3fe7d307e832683bfebe (patch)
tree59f24442840a1c0a4017c881aef765b6c5929fdb /source/blender/gpu
parent1ef33968fdc72b58c34ba392aaf0499d9d4a97d4 (diff)
Use float format for high bit depth textures if available - storage
requirements are the same but we may avoid some clipping of float values for HDRs when used in shaders.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c16
1 files changed, 12 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 6e3fc76703a..5f58e3fe65b 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -724,8 +724,12 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int
glBindTexture(GL_TEXTURE_2D, *bind);
if (!(GPU_get_mipmap() && mipmap)) {
- if (use_high_bit_depth)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ if (use_high_bit_depth) {
+ if (GLEW_ARB_texture_float)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ }
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -733,8 +737,12 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int
}
else {
if (GTS.gpu_mipmap) {
- if (use_high_bit_depth)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ if (use_high_bit_depth) {
+ if (GLEW_ARB_texture_float)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ }
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);