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Diffstat (limited to 'src/3rdparty')
-rw-r--r-- | src/3rdparty/util/LICENSE-APACHE-2.0.txt | 202 | ||||
-rw-r--r-- | src/3rdparty/util/qt_attribution.json | 15 | ||||
-rw-r--r-- | src/3rdparty/util/vk_format.h | 264 |
3 files changed, 481 insertions, 0 deletions
diff --git a/src/3rdparty/util/LICENSE-APACHE-2.0.txt b/src/3rdparty/util/LICENSE-APACHE-2.0.txt new file mode 100644 index 000000000..d64569567 --- /dev/null +++ b/src/3rdparty/util/LICENSE-APACHE-2.0.txt @@ -0,0 +1,202 @@ + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. Definitions. + + "License" shall mean the terms and conditions for use, reproduction, + and distribution as defined by Sections 1 through 9 of this document. + + "Licensor" shall mean the copyright owner or entity authorized by + the copyright owner that is granting the License. + + "Legal Entity" shall mean the union of the acting entity and all + other entities that control, are controlled by, or are under common + control with that entity. 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All Rights reserved." + } +] diff --git a/src/3rdparty/util/vk_format.h b/src/3rdparty/util/vk_format.h new file mode 100644 index 000000000..d17783c75 --- /dev/null +++ b/src/3rdparty/util/vk_format.h @@ -0,0 +1,264 @@ +/* +================================================================================================ + +Description : Vulkan format conversion from OpenGL. +Author : J.M.P. van Waveren +Date : 07/17/2016 +Language : C99 +Copyright : Copyright (c) 2016 Oculus VR, LLC. All Rights reserved. + + +LICENSE +------- + +Copyright (c) 2016 Oculus VR, LLC. + +Licensed under the Apache License, Version 2.0 (the "License"); +you may not use this file except in compliance with the License. +You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + +Unless required by applicable law or agreed to in writing, software +distributed under the License is distributed on an "AS IS" BASIS, +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +See the License for the specific language governing permissions and +limitations under the License. + +================================================================================================ +*/ + +#if !defined( VK_FORMAT_H ) +#define VK_FORMAT_H + +static inline VkFormat vkGetFormatFromOpenGLInternalFormat( const GLenum internalFormat ) +{ + switch ( internalFormat ) + { + // + // 8 bits per component + // +#ifdef GL_R8 + case GL_R8: return VK_FORMAT_R8_UNORM; // 1-component, 8-bit unsigned normalized + case GL_RG8: return VK_FORMAT_R8G8_UNORM; // 2-component, 8-bit unsigned normalized +#endif + case GL_RGB8: return VK_FORMAT_R8G8B8_UNORM; // 3-component, 8-bit unsigned normalized + case GL_RGBA8: return VK_FORMAT_R8G8B8A8_UNORM; // 4-component, 8-bit unsigned normalized + + case GL_R8_SNORM: return VK_FORMAT_R8_SNORM; // 1-component, 8-bit signed normalized + case GL_RG8_SNORM: return VK_FORMAT_R8G8_SNORM; // 2-component, 8-bit signed normalized + case GL_RGB8_SNORM: return VK_FORMAT_R8G8B8_SNORM; // 3-component, 8-bit signed normalized + case GL_RGBA8_SNORM: return VK_FORMAT_R8G8B8A8_SNORM; // 4-component, 8-bit signed normalized + + case GL_R8UI: return VK_FORMAT_R8_UINT; // 1-component, 8-bit unsigned integer + case GL_RG8UI: return VK_FORMAT_R8G8_UINT; // 2-component, 8-bit unsigned integer + case GL_RGB8UI: return VK_FORMAT_R8G8B8_UINT; // 3-component, 8-bit unsigned integer + case GL_RGBA8UI: return VK_FORMAT_R8G8B8A8_UINT; // 4-component, 8-bit unsigned integer + + case GL_R8I: return VK_FORMAT_R8_SINT; // 1-component, 8-bit signed integer + case GL_RG8I: return VK_FORMAT_R8G8_SINT; // 2-component, 8-bit signed integer + case GL_RGB8I: return VK_FORMAT_R8G8B8_SINT; // 3-component, 8-bit signed integer + case GL_RGBA8I: return VK_FORMAT_R8G8B8A8_SINT; // 4-component, 8-bit signed integer + + case GL_SR8_EXT: return VK_FORMAT_R8_SRGB; // 1-component, 8-bit sRGB +#ifdef GL_SRG8_EXT + case GL_SRG8_EXT: return VK_FORMAT_R8G8_SRGB; // 2-component, 8-bit sRGB +#endif +#ifdef GL_SRGB8_NV + case GL_SRGB8_NV: return VK_FORMAT_R8G8B8_SRGB; // 3-component, 8-bit sRGB +#endif +#ifdef GL_SRGB8_ALPHA8 + case GL_SRGB8_ALPHA8: return VK_FORMAT_R8G8B8A8_SRGB; // 4-component, 8-bit sRGB +#endif + // + // 16 bits per component + // +#ifdef GL_R16_EXT + case GL_R16_EXT: return VK_FORMAT_R16_UNORM; // 1-component, 16-bit unsigned normalized + case GL_RG16_EXT: return VK_FORMAT_R16G16_UNORM; // 2-component, 16-bit unsigned normalized +#endif + case GL_RGB16_EXT: return VK_FORMAT_R16G16B16_UNORM; // 3-component, 16-bit unsigned normalized + case GL_RGBA16_EXT: return VK_FORMAT_R16G16B16A16_UNORM; // 4-component, 16-bit unsigned normalized + +#ifdef GL_R16_SNORM_EXT + case GL_R16_SNORM_EXT: return VK_FORMAT_R16_SNORM; // 1-component, 16-bit signed normalized + case GL_RG16_SNORM_EXT: return VK_FORMAT_R16G16_SNORM; // 2-component, 16-bit signed normalized + case GL_RGB16_SNORM_EXT: return VK_FORMAT_R16G16B16_SNORM; // 3-component, 16-bit signed normalized + case GL_RGBA16_SNORM_EXT: return VK_FORMAT_R16G16B16A16_SNORM; // 4-component, 16-bit signed normalized +#endif + + case GL_R16UI: return VK_FORMAT_R16_UINT; // 1-component, 16-bit unsigned integer + case GL_RG16UI: return VK_FORMAT_R16G16_UINT; // 2-component, 16-bit unsigned integer + case GL_RGB16UI: return VK_FORMAT_R16G16B16_UINT; // 3-component, 16-bit unsigned integer + case GL_RGBA16UI: return VK_FORMAT_R16G16B16A16_UINT; // 4-component, 16-bit unsigned integer + + case GL_R16I: return VK_FORMAT_R16_SINT; // 1-component, 16-bit signed integer + case GL_RG16I: return VK_FORMAT_R16G16_SINT; // 2-component, 16-bit signed integer + case GL_RGB16I: return VK_FORMAT_R16G16B16_SINT; // 3-component, 16-bit signed integer + case GL_RGBA16I: return VK_FORMAT_R16G16B16A16_SINT; // 4-component, 16-bit signed integer + + case GL_R16F: return VK_FORMAT_R16_SFLOAT; // 1-component, 16-bit floating-point + case GL_RG16F: return VK_FORMAT_R16G16_SFLOAT; // 2-component, 16-bit floating-point + case GL_RGB16F: return VK_FORMAT_R16G16B16_SFLOAT; // 3-component, 16-bit floating-point + case GL_RGBA16F: return VK_FORMAT_R16G16B16A16_SFLOAT; // 4-component, 16-bit floating-point + + // + // 32 bits per component + // + case GL_R32UI: return VK_FORMAT_R32_UINT; // 1-component, 32-bit unsigned integer + case GL_RG32UI: return VK_FORMAT_R32G32_UINT; // 2-component, 32-bit unsigned integer + case GL_RGB32UI: return VK_FORMAT_R32G32B32_UINT; // 3-component, 32-bit unsigned integer + case GL_RGBA32UI: return VK_FORMAT_R32G32B32A32_UINT; // 4-component, 32-bit unsigned integer + + case GL_R32I: return VK_FORMAT_R32_SINT; // 1-component, 32-bit signed integer + case GL_RG32I: return VK_FORMAT_R32G32_SINT; // 2-component, 32-bit signed integer + case GL_RGB32I: return VK_FORMAT_R32G32B32_SINT; // 3-component, 32-bit signed integer + case GL_RGBA32I: return VK_FORMAT_R32G32B32A32_SINT; // 4-component, 32-bit signed integer + + case GL_R32F: return VK_FORMAT_R32_SFLOAT; // 1-component, 32-bit floating-point + case GL_RG32F: return VK_FORMAT_R32G32_SFLOAT; // 2-component, 32-bit floating-point + case GL_RGB32F: return VK_FORMAT_R32G32B32_SFLOAT; // 3-component, 32-bit floating-point + case GL_RGBA32F: return VK_FORMAT_R32G32B32A32_SFLOAT; // 4-component, 32-bit floating-point + + // + // Packed + // +// case GL_R3_G3_B2: return VK_FORMAT_UNDEFINED; // 3-component 3:3:2, unsigned normalized +// case GL_RGB4: return VK_FORMAT_UNDEFINED; // 3-component 4:4:4, unsigned normalized +#ifdef GL_RGB5 + case GL_RGB5: return VK_FORMAT_R5G5B5A1_UNORM_PACK16; // 3-component 5:5:5, unsigned normalized +#endif + case GL_RGB565: return VK_FORMAT_R5G6B5_UNORM_PACK16; // 3-component 5:6:5, unsigned normalized + case GL_RGB10_EXT: return VK_FORMAT_A2R10G10B10_UNORM_PACK32; // 3-component 10:10:10, unsigned normalized + // case GL_RGB12: return VK_FORMAT_UNDEFINED; // 3-component 12:12:12, unsigned normalized + // case GL_RGBA2: return VK_FORMAT_UNDEFINED; // 4-component 2:2:2:2, unsigned normalized + case GL_RGBA4: return VK_FORMAT_R4G4B4A4_UNORM_PACK16; // 4-component 4:4:4:4, unsigned normalized +// case GL_RGBA12: return VK_FORMAT_UNDEFINED; // 4-component 12:12:12:12, unsigned normalized + case GL_RGB5_A1: return VK_FORMAT_A1R5G5B5_UNORM_PACK16; // 4-component 5:5:5:1, unsigned normalized + case GL_RGB10_A2: return VK_FORMAT_A2R10G10B10_UNORM_PACK32; // 4-component 10:10:10:2, unsigned normalized + case GL_RGB10_A2UI: return VK_FORMAT_A2R10G10B10_UINT_PACK32; // 4-component 10:10:10:2, unsigned integer + case GL_R11F_G11F_B10F: return VK_FORMAT_B10G11R11_UFLOAT_PACK32; // 3-component 11:11:10, floating-point + case GL_RGB9_E5: return VK_FORMAT_E5B9G9R9_UFLOAT_PACK32; // 3-component/exp 9:9:9/5, floating-point + + // + // S3TC/DXT/BC + // + + case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return VK_FORMAT_BC1_RGB_UNORM_BLOCK; // line through 3D space, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return VK_FORMAT_BC1_RGBA_UNORM_BLOCK; // line through 3D space plus 1-bit alpha, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: return VK_FORMAT_BC2_UNORM_BLOCK; // line through 3D space plus line through 1D space, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: return VK_FORMAT_BC3_UNORM_BLOCK; // line through 3D space plus 4-bit alpha, 4x4 blocks, unsigned normalized + + case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: return VK_FORMAT_BC1_RGB_SRGB_BLOCK; // line through 3D space, 4x4 blocks, sRGB + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: return VK_FORMAT_BC1_RGBA_SRGB_BLOCK; // line through 3D space plus 1-bit alpha, 4x4 blocks, sRGB + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: return VK_FORMAT_BC2_SRGB_BLOCK; // line through 3D space plus line through 1D space, 4x4 blocks, sRGB + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: return VK_FORMAT_BC3_SRGB_BLOCK; // line through 3D space plus 4-bit alpha, 4x4 blocks, sRGB +#ifdef GL_COMPRESSED_LUMINANCE_LATC1_EXT + case GL_COMPRESSED_LUMINANCE_LATC1_EXT: return VK_FORMAT_BC4_UNORM_BLOCK; // line through 1D space, 4x4 blocks, unsigned normalized +#endif +#ifdef GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT + case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT: return VK_FORMAT_BC5_UNORM_BLOCK; // two lines through 1D space, 4x4 blocks, unsigned normalized +#endif +#ifdef GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT + case GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT: return VK_FORMAT_BC4_SNORM_BLOCK; // line through 1D space, 4x4 blocks, signed normalized +#endif +#ifdef GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT + case GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT: return VK_FORMAT_BC5_SNORM_BLOCK; // two lines through 1D space, 4x4 blocks, signed normalized +#endif + case GL_COMPRESSED_RED_RGTC1_EXT: return VK_FORMAT_BC4_UNORM_BLOCK; // line through 1D space, 4x4 blocks, unsigned normalized +#ifdef GL_COMPRESSED_RG_RGTC2_EXT + case GL_COMPRESSED_RG_RGTC2_EXT: return VK_FORMAT_BC5_UNORM_BLOCK; // two lines through 1D space, 4x4 blocks, unsigned normalized +#endif + case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT: return VK_FORMAT_BC4_SNORM_BLOCK; // line through 1D space, 4x4 blocks, signed normalized +#ifdef GL_COMPRESSED_SIGNED_RG_RGTC2_EXT + case GL_COMPRESSED_SIGNED_RG_RGTC2_EXT: return VK_FORMAT_BC5_SNORM_BLOCK; // two lines through 1D space, 4x4 blocks, signed normalized +#endif + +#if defined(GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT) + case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT: return VK_FORMAT_BC6H_UFLOAT_BLOCK; // 3-component, 4x4 blocks, unsigned floating-point + case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT: return VK_FORMAT_BC6H_SFLOAT_BLOCK; // 3-component, 4x4 blocks, signed floating-point + case GL_COMPRESSED_RGBA_BPTC_UNORM_EXT: return VK_FORMAT_BC7_UNORM_BLOCK; // 4-component, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT: return VK_FORMAT_BC7_SRGB_BLOCK; // 4-component, 4x4 blocks, sRGB +#elif defined(GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT) + case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT: return VK_FORMAT_BC6H_UFLOAT_BLOCK; // 3-component, 4x4 blocks, unsigned floating-point + case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT: return VK_FORMAT_BC6H_SFLOAT_BLOCK; // 3-component, 4x4 blocks, signed floating-point + case GL_COMPRESSED_RGBA_BPTC_UNORM: return VK_FORMAT_BC7_UNORM_BLOCK; // 4-component, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM: return VK_FORMAT_BC7_SRGB_BLOCK; // 4-component, 4x4 blocks, sRGB +#endif + // + // ETC + // +#ifdef GL_ETC1_RGB8_OES + case GL_ETC1_RGB8_OES: return VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK; // 3-component ETC1, 4x4 blocks, unsigned normalized +#endif + + case GL_COMPRESSED_RGB8_ETC2: return VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK; // 3-component ETC2, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: return VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK; // 4-component ETC2 with 1-bit alpha, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RGBA8_ETC2_EAC: return VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK; // 4-component ETC2, 4x4 blocks, unsigned normalized + + case GL_COMPRESSED_SRGB8_ETC2: return VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK; // 3-component ETC2, 4x4 blocks, sRGB + case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: return VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK; // 4-component ETC2 with 1-bit alpha, 4x4 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: return VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK; // 4-component ETC2, 4x4 blocks, sRGB + + case GL_COMPRESSED_R11_EAC: return VK_FORMAT_EAC_R11_UNORM_BLOCK; // 1-component ETC, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RG11_EAC: return VK_FORMAT_EAC_R11G11_UNORM_BLOCK; // 2-component ETC, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_SIGNED_R11_EAC: return VK_FORMAT_EAC_R11_SNORM_BLOCK; // 1-component ETC, 4x4 blocks, signed normalized + case GL_COMPRESSED_SIGNED_RG11_EAC: return VK_FORMAT_EAC_R11G11_SNORM_BLOCK; // 2-component ETC, 4x4 blocks, signed normalized + + // + // ASTC + // + case GL_COMPRESSED_RGBA_ASTC_4x4_KHR: return VK_FORMAT_ASTC_4x4_UNORM_BLOCK; // 4-component ASTC, 4x4 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_5x4_KHR: return VK_FORMAT_ASTC_5x4_UNORM_BLOCK; // 4-component ASTC, 5x4 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_5x5_KHR: return VK_FORMAT_ASTC_5x5_UNORM_BLOCK; // 4-component ASTC, 5x5 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_6x5_KHR: return VK_FORMAT_ASTC_6x5_UNORM_BLOCK; // 4-component ASTC, 6x5 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_6x6_KHR: return VK_FORMAT_ASTC_6x6_UNORM_BLOCK; // 4-component ASTC, 6x6 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_8x5_KHR: return VK_FORMAT_ASTC_8x5_UNORM_BLOCK; // 4-component ASTC, 8x5 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_8x6_KHR: return VK_FORMAT_ASTC_8x6_UNORM_BLOCK; // 4-component ASTC, 8x6 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_8x8_KHR: return VK_FORMAT_ASTC_8x8_UNORM_BLOCK; // 4-component ASTC, 8x8 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_10x5_KHR: return VK_FORMAT_ASTC_10x5_UNORM_BLOCK; // 4-component ASTC, 10x5 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_10x6_KHR: return VK_FORMAT_ASTC_10x6_UNORM_BLOCK; // 4-component ASTC, 10x6 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_10x8_KHR: return VK_FORMAT_ASTC_10x8_UNORM_BLOCK; // 4-component ASTC, 10x8 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_10x10_KHR: return VK_FORMAT_ASTC_10x10_UNORM_BLOCK; // 4-component ASTC, 10x10 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_12x10_KHR: return VK_FORMAT_ASTC_12x10_UNORM_BLOCK; // 4-component ASTC, 12x10 blocks, unsigned normalized + case GL_COMPRESSED_RGBA_ASTC_12x12_KHR: return VK_FORMAT_ASTC_12x12_UNORM_BLOCK; // 4-component ASTC, 12x12 blocks, unsigned normalized + + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: return VK_FORMAT_ASTC_4x4_SRGB_BLOCK; // 4-component ASTC, 4x4 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: return VK_FORMAT_ASTC_5x4_SRGB_BLOCK; // 4-component ASTC, 5x4 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: return VK_FORMAT_ASTC_5x5_SRGB_BLOCK; // 4-component ASTC, 5x5 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: return VK_FORMAT_ASTC_6x5_SRGB_BLOCK; // 4-component ASTC, 6x5 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: return VK_FORMAT_ASTC_6x6_SRGB_BLOCK; // 4-component ASTC, 6x6 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: return VK_FORMAT_ASTC_8x5_SRGB_BLOCK; // 4-component ASTC, 8x5 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: return VK_FORMAT_ASTC_8x6_SRGB_BLOCK; // 4-component ASTC, 8x6 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: return VK_FORMAT_ASTC_8x8_SRGB_BLOCK; // 4-component ASTC, 8x8 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: return VK_FORMAT_ASTC_10x5_SRGB_BLOCK; // 4-component ASTC, 10x5 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: return VK_FORMAT_ASTC_10x6_SRGB_BLOCK; // 4-component ASTC, 10x6 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: return VK_FORMAT_ASTC_10x8_SRGB_BLOCK; // 4-component ASTC, 10x8 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: return VK_FORMAT_ASTC_10x10_SRGB_BLOCK; // 4-component ASTC, 10x10 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: return VK_FORMAT_ASTC_12x10_SRGB_BLOCK; // 4-component ASTC, 12x10 blocks, sRGB + case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: return VK_FORMAT_ASTC_12x12_SRGB_BLOCK; // 4-component ASTC, 12x12 blocks, sRGB + + // + // Depth/stencil + // + case GL_DEPTH_COMPONENT16: return VK_FORMAT_D16_UNORM; + case GL_DEPTH_COMPONENT24: return VK_FORMAT_X8_D24_UNORM_PACK32; +// case GL_DEPTH_COMPONENT32: return VK_FORMAT_UNDEFINED; + case GL_DEPTH_COMPONENT32F: return VK_FORMAT_D32_SFLOAT; +#ifdef GL_DEPTH_COMPONENT32F_NV + case GL_DEPTH_COMPONENT32F_NV: return VK_FORMAT_D32_SFLOAT; +#endif +// case GL_STENCIL_INDEX1: return VK_FORMAT_UNDEFINED; +// case GL_STENCIL_INDEX4: return VK_FORMAT_UNDEFINED; + case GL_STENCIL_INDEX8: return VK_FORMAT_S8_UINT; +// case GL_STENCIL_INDEX16: return VK_FORMAT_UNDEFINED; + case GL_DEPTH24_STENCIL8: return VK_FORMAT_D24_UNORM_S8_UINT; + case GL_DEPTH32F_STENCIL8: return VK_FORMAT_D32_SFLOAT_S8_UINT; +#ifdef GL_DEPTH32F_STENCIL8_NV + case GL_DEPTH32F_STENCIL8_NV: return VK_FORMAT_D32_SFLOAT_S8_UINT; +#endif + default: return VK_FORMAT_UNDEFINED; + } +} + +#endif // !VK_FORMAT_H |