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