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Sign upRendering: remove rendercaps #13512
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ok, will do today |
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jenkins build this please |
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bool CRenderSystemBase::SupportsBGRAApple() const | ||
{ | ||
return (m_renderCaps & RENDER_CAPS_BGRA_APPLE) == RENDER_CAPS_BGRA_APPLE; | ||
return true; |
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afedchin
Feb 12, 2018
•
Member
it's not always true for windows (see RenderingSystemDX for details). so at least we must make this method virtual.
edit: sorry, you made it virtual
{ | ||
m_textureWidth = PadPow2(m_textureWidth); | ||
m_textureHeight = PadPow2(m_textureHeight); | ||
} | ||
if (m_format & XB_FMT_DXT_MASK) |
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FernetMenta
Feb 12, 2018
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If windows requires this, we should hide it in platform code. What do you think?
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afedchin
Feb 15, 2018
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I was wrong when saying that this breaks windows. look like this breaks support of compressed formats (XB_FMT_DXT(1|2|5)) at all, because it's a requirement for texture for these formats.
I'm not sure for OGL (I think it acts the same) but MSDN says:
Direct3D will not allow a resource to be created using BC format with the top-level size set to something other than a multiple of 4 in width and height, even though it does allow the mipchain below it to not meet that requirement.
if we drop this we also must drop switch at https://github.com/xbmc/xbmc/pull/13512/files#diff-a438d95a90f1e375829fdccadc6f1e1cL122
I'm also not sure that this will work if it will try to create a texture with GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
format via glTexImage2D
instead of glCompressedTexImage2D
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afedchin
Feb 15, 2018
Member
I'm not against removing render caps, I want to do this right. I think removing XB_FMT_DXT_MASK is wrong. because we do support of DDS images which can be in compressed format.
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jenkins build this please |
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rebase required to build |
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jenkins build this please |
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build failure not related. good to go? |
lrusak commentedFeb 10, 2018
rendercaps aren't needed. Just check the extension instead.
@FernetMenta I only did GLES. Please do GL if you want to get rid of render caps completely.