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); }
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); }