Expand HDR use.
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@ -53,46 +53,33 @@ RTT::RTT()
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// Optionally, the collapse ones use a smaller format.
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bool stencil = true;
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rtts[RTT_TMP1] = drv->addRenderTargetTexture(res, "rtt.tmp1", ECF_A8R8G8B8, stencil);
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if(!rtts[RTT_TMP1])
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{
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// Work around for intel hd3000 cards :(
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stencil = false;
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rtts[RTT_TMP1] = drv->addRenderTargetTexture(res, "rtt.tmp1", ECF_A8R8G8B8, stencil);
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Log::error("rtts", "Stencils for rtt not available, most likely a driver bug.");
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if(UserConfigParams::m_pixel_shaders)
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{
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Log::error("rtts", "This requires pixel shaders to be disabled.");
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UserConfigParams::m_pixel_shaders = false;
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}
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irr_driver->disableGLSL();
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}
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rtts[RTT_TMP2] = drv->addRenderTargetTexture(res, "rtt.tmp2", ECF_A8R8G8B8, stencil);
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rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A8R8G8B8, stencil);
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rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil);
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rtts[RTT_TMP1] = drv->addRenderTargetTexture(res, "rtt.tmp1", ECF_A16B16G16R16F, stencil);
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rtts[RTT_TMP2] = drv->addRenderTargetTexture(res, "rtt.tmp2", ECF_A16B16G16R16F, stencil);
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rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A16B16G16R16F, stencil);
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rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R16F, stencil);
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rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_G16R16F, stencil);
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rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A16B16G16R16F, stencil);
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rtts[RTT_HALF1] = drv->addRenderTargetTexture(half, "rtt.half1", ECF_A8R8G8B8, stencil);
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rtts[RTT_HALF2] = drv->addRenderTargetTexture(half, "rtt.half2", ECF_A8R8G8B8, stencil);
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rtts[RTT_HALF1] = drv->addRenderTargetTexture(half, "rtt.half1", ECF_A16B16G16R16F, stencil);
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rtts[RTT_HALF2] = drv->addRenderTargetTexture(half, "rtt.half2", ECF_A16B16G16R16F, stencil);
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rtts[RTT_QUARTER1] = drv->addRenderTargetTexture(quarter, "rtt.q1", ECF_A8R8G8B8, stencil);
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rtts[RTT_QUARTER2] = drv->addRenderTargetTexture(quarter, "rtt.q2", ECF_A8R8G8B8, stencil);
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rtts[RTT_QUARTER3] = drv->addRenderTargetTexture(quarter, "rtt.q3", ECF_A8R8G8B8, stencil);
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rtts[RTT_QUARTER4] = drv->addRenderTargetTexture(quarter, "rtt.q4", ECF_R8, stencil);
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rtts[RTT_QUARTER1] = drv->addRenderTargetTexture(quarter, "rtt.q1", ECF_A16B16G16R16F, stencil);
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rtts[RTT_QUARTER2] = drv->addRenderTargetTexture(quarter, "rtt.q2", ECF_A16B16G16R16F, stencil);
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rtts[RTT_QUARTER3] = drv->addRenderTargetTexture(quarter, "rtt.q3", ECF_A16B16G16R16F, stencil);
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rtts[RTT_QUARTER4] = drv->addRenderTargetTexture(quarter, "rtt.q4", ECF_R16F, stencil);
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rtts[RTT_EIGHTH1] = drv->addRenderTargetTexture(eighth, "rtt.e1", ECF_A8R8G8B8, stencil);
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rtts[RTT_EIGHTH2] = drv->addRenderTargetTexture(eighth, "rtt.e2", ECF_A8R8G8B8, stencil);
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rtts[RTT_EIGHTH1] = drv->addRenderTargetTexture(eighth, "rtt.e1", ECF_A16B16G16R16F, stencil);
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rtts[RTT_EIGHTH2] = drv->addRenderTargetTexture(eighth, "rtt.e2", ECF_A16B16G16R16F, stencil);
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rtts[RTT_SIXTEENTH1] = drv->addRenderTargetTexture(sixteenth, "rtt.s1", ECF_A8R8G8B8, stencil);
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rtts[RTT_SIXTEENTH2] = drv->addRenderTargetTexture(sixteenth, "rtt.s2", ECF_A8R8G8B8, stencil);
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rtts[RTT_SIXTEENTH1] = drv->addRenderTargetTexture(sixteenth, "rtt.s1", ECF_A16B16G16R16F, stencil);
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rtts[RTT_SIXTEENTH2] = drv->addRenderTargetTexture(sixteenth, "rtt.s2", ECF_A16B16G16R16F, stencil);
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rtts[RTT_SSAO] = drv->addRenderTargetTexture(ssaosize, "rtt.ssao", ECF_R8, stencil);
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rtts[RTT_SSAO] = drv->addRenderTargetTexture(ssaosize, "rtt.ssao", ECF_R16F, stencil);
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rtts[RTT_WARPV] = drv->addRenderTargetTexture(warpvsize, "rtt.warpv", ECF_A8R8G8B8, stencil);
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rtts[RTT_WARPH] = drv->addRenderTargetTexture(warphsize, "rtt.warph", ECF_A8R8G8B8, stencil);
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rtts[RTT_DISPLACE] = drv->addRenderTargetTexture(res, "rtt.displace", ECF_A8R8G8B8, stencil);
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rtts[RTT_DISPLACE] = drv->addRenderTargetTexture(res, "rtt.displace", ECF_A16B16G16R16F, stencil);
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if (((COpenGLDriver *) drv)->queryOpenGLFeature(COpenGLDriver::IRR_ARB_texture_rg))
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{
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