From: Steinar H. Gunderson Date: Sat, 8 Mar 2014 21:13:59 +0000 (+0100) Subject: Use the GL_RED texture format instead of GL_LUMINANCE. X-Git-Tag: 1.0~37 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=fa58f7f430f17d7461e910c36ed39e5fb8b86005 Use the GL_RED texture format instead of GL_LUMINANCE. 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. --- diff --git a/resource_pool.cpp b/resource_pool.cpp index 04b1aa9..72b3095 100644 --- a/resource_pool.cpp +++ b/resource_pool.cpp @@ -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: diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index d3d7174..4974715 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -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();