Change the component type of STENCIL_INDEX8 to UNSIGNED_NORMALIZED
That way RenderbufferStorageMultisample accepts STENCIL_INDEX8 as
an internal format for a multisampled buffer (samples > 0) as it
isn't concerned by the restriction on integer component types anymore.
This is consistent with the component type returned by the NVIDIA driver.
BUG=angle:812
Change-Id: Ic03f502ffa082b1011e8127213a5c1df0617ef43
Reviewed-on: https://chromium-review.googlesource.com/227470
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Shannon Woods <shannonwoods@chromium.org>
diff --git a/src/libGLESv2/formatutils.cpp b/src/libGLESv2/formatutils.cpp
index 8674d53..f100f28 100644
--- a/src/libGLESv2/formatutils.cpp
+++ b/src/libGLESv2/formatutils.cpp
@@ -454,7 +454,7 @@
map.insert(InternalFormatInfoPair(GL_DEPTH_COMPONENT32_OES, DepthStencilFormat(32, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireExt<&Extensions::depthTextures>, RequireExt<&Extensions::depthTextures>, AlwaysSupported )));
map.insert(InternalFormatInfoPair(GL_DEPTH24_STENCIL8, DepthStencilFormat(24, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, &Extensions::depthTextures>, RequireESOrExtOrExt<3, &Extensions::depthTextures, &Extensions::packedDepthStencil>, AlwaysSupported )));
map.insert(InternalFormatInfoPair(GL_DEPTH32F_STENCIL8, DepthStencilFormat(32, 8, 24, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_FLOAT, RequireES<3>, RequireES<3>, AlwaysSupported )));
- map.insert(InternalFormatInfoPair(GL_STENCIL_INDEX8, DepthStencilFormat( 0, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, RequireES<2>, RequireES<2>, NeverSupported )));
+ // STENCIL_INDEX8 is special-cased, see around the bottom of the list.
// Luminance alpha formats
// | Internal format | | L | A | Format | Type | Component type | Supported | Renderable | Filterable |
@@ -511,6 +511,13 @@
// From GL_ANGLE_texture_compression_dxt5
map.insert(InternalFormatInfoPair(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, CompressedFormat(4, 4, 128, 4, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, GL_UNSIGNED_BYTE, false, RequireExt<&Extensions::textureCompressionDXT5>, NeverSupported, AlwaysSupported)));
+ // For STENCIL_INDEX8 we chose a normalized component type for the following reasons:
+ // - Multisampled buffer are disallowed for non-normalized integer component types and we want to support it for STENCIL_INDEX8
+ // - All other stencil formats (all depth-stencil) are either float or normalized
+ // - It affects only validation of internalformat in RenderbufferStorageMultisample.
+ // | Internal format | |D |S |X | Format | Type | Component type | Supported | Renderable | Filterable |
+ map.insert(InternalFormatInfoPair(GL_STENCIL_INDEX8, DepthStencilFormat(0, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, GL_UNSIGNED_NORMALIZED, RequireES<2>, RequireES<2>, NeverSupported)));
+
return map;
}