Simplify surface texture format selection (#336)

- We require sRGB because that's the color space users expect when they are plotting their own pixels.
- It simplifies the fragment shader because we don't have to do a linear->gamma transformation. The hardware will do it for us.
This commit is contained in:
Jay Oster 2023-01-28 11:34:25 -08:00 committed by GitHub
parent eede10ba42
commit 860559272a
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@ -301,7 +301,7 @@ impl<'req, 'dev, 'win, W: HasRawWindowHandle + HasRawDisplayHandle>
*surface_capabilities
.formats
.iter()
.find(|format| texture_format_is_srgb(**format))
.find(|format| format.describe().srgb)
.unwrap_or(&wgpu::TextureFormat::Bgra8UnormSrgb)
});
let render_texture_format = self.render_texture_format.unwrap_or(surface_texture_format);
@ -490,24 +490,6 @@ pub(crate) fn create_backing_texture(
))
}
#[inline]
const fn texture_format_is_srgb(texture_format: wgpu::TextureFormat) -> bool {
use wgpu::TextureFormat::*;
matches!(
texture_format,
Rgba8UnormSrgb
| Bgra8UnormSrgb
| Bc1RgbaUnormSrgb
| Etc2Rgb8UnormSrgb
| Etc2Rgb8A1UnormSrgb
| Bc2RgbaUnormSrgb
| Bc3RgbaUnormSrgb
| Bc7RgbaUnormSrgb
| Etc2Rgba8UnormSrgb
)
}
#[rustfmt::skip]
#[inline]
const fn get_texture_format_size(texture_format: wgpu::TextureFormat) -> f32 {