Make handling of non-RGBA sRGB textures more consistent.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Thu, 20 Mar 2014 22:35:59 +0000 (23:35 +0100)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Thu, 20 Mar 2014 22:35:59 +0000 (23:35 +0100)
commitd4109eee4f38a13a7f8432755bc8b6bf02ceda46
treeb956480bca74c83a137c95952eded5a04b071e2a
parent34cfae20e832394d6a4038cb47c5ed672d96c66f
Make handling of non-RGBA sRGB textures more consistent.

Previously, we'd ask the driver to convert these to RGBA, which maybe
isn't ideal, and certainly doesn't work with GLES. Now we send in
the right format for RGB and RGBA, and refuse hardware conversions with
single-channel (which GLES doesn't accept). I don't think this is optimal,
but finding a use-case for sRGB single-channel is a bit tricky anyway,
and the fallback is fast, too.
effect_chain_test.cpp
flat_input.cpp
flat_input.h