Use the GL_RED texture format instead of GL_LUMINANCE.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sat, 8 Mar 2014 21:13:59 +0000 (22:13 +0100)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sat, 8 Mar 2014 21:15:01 +0000 (22:15 +0100)
Seemingly GL_LUMINANCE is also deprecated; this actually decreases
support for GLES2 somewhat, but we need GLES3 anyway, so the net
loss shouldn't be too bad.

resource_pool.cpp
ycbcr_input.cpp

index 04b1aa9..72b3095 100644 (file)
@@ -190,8 +190,8 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        case GL_RG16F:
                format = GL_RG;
                break;
-       case GL_LUMINANCE8:
-               format = GL_LUMINANCE;
+       case GL_R8:
+               format = GL_RED;
                break;
        default:
                // TODO: Add more here as needed.
@@ -259,7 +259,7 @@ size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
        case GL_RG16F:
                bytes_per_pixel = 4;
                break;
-       case GL_LUMINANCE8:
+       case GL_R8:
                bytes_per_pixel = 1;
                break;
        default:
index d3d7174..4974715 100644 (file)
@@ -105,7 +105,7 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns
 
                if (texture_num[channel] == 0) {
                        // (Re-)upload the texture.
-                       texture_num[channel] = resource_pool->create_2d_texture(GL_LUMINANCE8, widths[channel], heights[channel]);
+                       texture_num[channel] = resource_pool->create_2d_texture(GL_R8, widths[channel], heights[channel]);
                        glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
                        check_error();
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -116,7 +116,7 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns
                        check_error();
                        glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
                        check_error();
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data[channel]);
+                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
                        check_error();
                        glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
                        check_error();