diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-01-05 13:23:44 +0300 |
---|---|---|
committer | Antony Riakiotakis <kalast@gmail.com> | 2015-01-05 13:23:54 +0300 |
commit | 3414d014114158444f5d3fe7d307e832683bfebe (patch) | |
tree | 59f24442840a1c0a4017c881aef765b6c5929fdb /source | |
parent | 1ef33968fdc72b58c34ba392aaf0499d9d4a97d4 (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')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 16 |
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); |