Use supported render texture format on DirectX

feature-better-tweakables
Andrew Cassidy 4 years ago
parent 27ecd82193
commit 5ef33b1d85

@ -4,6 +4,7 @@ using ConformalDecals.Util;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Rendering;
namespace ConformalDecals.Text {
// TODO: Testing shows the job system is unnecessary, so remove job system code.
@ -15,10 +16,11 @@ namespace ConformalDecals.Text {
/// Texture format used for returned textures.
/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
/// so theres always a superfluous green channel using memory
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
public static TextureFormat textTextureFormat = TextureFormat.RG16;
/// Render Texture format used when rendering
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
/// Overriden below to be ARGB32 on DirectX because DirectX is dumb
public static RenderTextureFormat textRenderTextureFormat = RenderTextureFormat.R8;
/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
public static TextRenderer Instance {
@ -84,6 +86,15 @@ namespace ConformalDecals.Text {
Logging.Log("Creating TextRenderer Object");
_instance = this;
DontDestroyOnLoad(gameObject);
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12) {
textRenderTextureFormat = RenderTextureFormat.ARGB32; // DirectX is dumb
}
if (!SystemInfo.SupportsTextureFormat(textTextureFormat)) {
Logging.LogError($"Text texture format {textTextureFormat} not supported on this platform.");
}
if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
}
}
/// Setup this text renderer instance for rendering
@ -227,10 +238,10 @@ namespace ConformalDecals.Text {
// SETUP TEXTURE
if (texture == null) {
texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, true);
texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
}
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != TextTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, true);
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != textTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, textTextureFormat, true);
}
// GENERATE PROJECTION MATRIX
@ -239,7 +250,7 @@ namespace ConformalDecals.Text {
bounds.center.y - halfSize.y, bounds.center.y + halfSize.y, -1, 1);
// GET RENDERTEX
var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, textRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
renderTex.autoGenerateMips = false;
// RENDER

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