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Require rgb renderable webgl1 #3364
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Checks all texture formats for filterable and color-renderable. WebGL 1 and 2. WebGL 1's RGB8 doesn't look like it's spec-required. Should it be? Every device and browser I tested supports it, and it's color-renderable in ES3/webgl2.
<li> <code>RGB</code>, <code>UNSIGNED_BYTE</code> | ||
<li> <code>RGBA</code>, <code>UNSIGNED_SHORT_4_4_4_4</code> | ||
<li> <code>RGBA</code>, <code>UNSIGNED_SHORT_4_4_4_4</code> | ||
<li> <code>RGB</code>, <code>UNSIGNED_SHORT_5_6_5</code> |
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A couple of recollections:
- Early ES 2.0 implementations didn't guarantee renderability of these formats.
- I recall that ES 3.0 revoked renderability of some RGB formats, but looking again at the spec, RGB8 is in fact guaranteed to be color-renderable (ES 3.0.6 p.130).
What are the concerns we should be thinking of when asserting these formats are renderable in both WebGL 1.0 and 2.0?
So I wrote a C++ test and 5_5_5_1 fails on NVidia MacOS |
Not surprising. Note though that ANGLE would likely emulate that format on top of RGBA8 as a driver bug workaround, since it's legal for the implementation to provide more bits of precision. |
Testing this pull request: #3364 off the main branch of the KhronosGroup/WebGL repository. Require all RGB and RGBA textures to be renderable in webgl1. Authored-by: Kelsey Gilbert <[email protected]>
Depends on #3357