예제 #1
0
파일: Caps.cpp 프로젝트: AOSC-Dev/Pale-Moon
void Extensions::setTextureExtensionSupport(const TextureCapsMap &textureCaps)
{
    rgb8rgba8 = DetermineRGB8AndRGBA8TextureSupport(textureCaps);
    textureFormatBGRA8888 = DetermineBGRA8TextureSupport(textureCaps);
    textureHalfFloat = DetermineHalfFloatTextureSupport(textureCaps);
    textureHalfFloatLinear = DetermineHalfFloatTextureFilteringSupport(textureCaps);
    textureFloat = DetermineFloatTextureSupport(textureCaps);
    textureFloatLinear = DetermineFloatTextureFilteringSupport(textureCaps);
    textureRG = DetermineRGTextureSupport(textureCaps, textureHalfFloat, textureFloat);
    textureCompressionDXT1 = DetermineDXT1TextureSupport(textureCaps);
    textureCompressionDXT3 = DetermineDXT3TextureSupport(textureCaps);
    textureCompressionDXT5 = DetermineDXT5TextureSupport(textureCaps);
    sRGB = DetermineSRGBTextureSupport(textureCaps);
    depthTextures = DetermineDepthTextureSupport(textureCaps);
    colorBufferFloat = DetermineColorBufferFloatSupport(textureCaps);
}
예제 #2
0
파일: Caps.cpp 프로젝트: kaixinyinwei/angle
void Extensions::setTextureExtensionSupport(const TextureCapsMap &textureCaps)
{
    packedDepthStencil = DeterminePackedDepthStencilSupport(textureCaps);
    rgb8rgba8 = DetermineRGB8AndRGBA8TextureSupport(textureCaps);
    textureFormatBGRA8888 = DetermineBGRA8TextureSupport(textureCaps);
    textureHalfFloat = DetermineHalfFloatTextureSupport(textureCaps);
    textureHalfFloatLinear = DetermineHalfFloatTextureFilteringSupport(textureCaps);
    textureFloat = DetermineFloatTextureSupport(textureCaps);
    textureFloatLinear = DetermineFloatTextureFilteringSupport(textureCaps);
    textureRG = DetermineRGTextureSupport(textureCaps, textureHalfFloat, textureFloat);
    textureCompressionDXT1 = DetermineDXT1TextureSupport(textureCaps);
    textureCompressionDXT3 = DetermineDXT3TextureSupport(textureCaps);
    textureCompressionDXT5 = DetermineDXT5TextureSupport(textureCaps);
    textureCompressionASTCHDR = DetermineASTCTextureSupport(textureCaps);
    textureCompressionASTCLDR = textureCompressionASTCHDR;
    compressedETC1RGB8Texture = DetermineETC1RGB8TextureSupport(textureCaps);
    sRGB = DetermineSRGBTextureSupport(textureCaps);
    depthTextures = DetermineDepthTextureSupport(textureCaps);
    colorBufferFloat = DetermineColorBufferFloatSupport(textureCaps);
}