Removed TEXTURETYPE_PALETTE_PIXELART

This doesn't make any sense since the pixel art algorithm uses a box filter to get an average pixel value which isn't possible with indexed textures.
This commit is contained in:
Sam Lantinga
2025-10-03 17:13:45 -07:00
parent ac2c834021
commit 49d51a0d3c
35 changed files with 11785 additions and 12946 deletions

View File

@@ -71,10 +71,9 @@ static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_RGBA = 3;
static const float TEXTURETYPE_RGBA_PIXELART = 4;
static const float TEXTURETYPE_PALETTE = 5;
static const float TEXTURETYPE_PALETTE_PIXELART = 6;
static const float TEXTURETYPE_NV12 = 7;
static const float TEXTURETYPE_NV21 = 8;
static const float TEXTURETYPE_YUV = 9;
static const float TEXTURETYPE_NV12 = 6;
static const float TEXTURETYPE_NV21 = 7;
static const float TEXTURETYPE_YUV = 8;
static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -831,11 +830,7 @@ static void CalculateAdvancedShaderConstants(SDL_Renderer *renderer, const SDL_R
default:
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX8:
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
constants->texture_type = TEXTURETYPE_PALETTE_PIXELART;
} else {
constants->texture_type = TEXTURETYPE_PALETTE;
}
constants->texture_type = TEXTURETYPE_PALETTE;
break;
case SDL_PIXELFORMAT_BGRX32:
case SDL_PIXELFORMAT_RGBX32:
@@ -851,6 +846,10 @@ static void CalculateAdvancedShaderConstants(SDL_Renderer *renderer, const SDL_R
case SDL_PIXELFORMAT_RGBA64_FLOAT:
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
constants->texture_type = TEXTURETYPE_RGBA_PIXELART;
constants->texture_width = texture->w;
constants->texture_height = texture->h;
constants->texel_width = 1.0f / constants->texture_width;
constants->texel_height = 1.0f / constants->texture_height;
} else {
constants->texture_type = TEXTURETYPE_RGBA;
}
@@ -870,13 +869,6 @@ static void CalculateAdvancedShaderConstants(SDL_Renderer *renderer, const SDL_R
break;
}
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
constants->texture_width = texture->w;
constants->texture_height = texture->h;
constants->texel_width = 1.0f / constants->texture_width;
constants->texel_height = 1.0f / constants->texture_height;
}
constants->sdr_white_point = texture->SDR_white_point;
if (renderer->target) {

View File

@@ -44,10 +44,9 @@ static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_RGBA = 3;
static const float TEXTURETYPE_RGBA_PIXELART = 4;
static const float TEXTURETYPE_PALETTE = 5;
static const float TEXTURETYPE_PALETTE_PIXELART = 6;
static const float TEXTURETYPE_NV12 = 7;
static const float TEXTURETYPE_NV21 = 8;
static const float TEXTURETYPE_YUV = 9;
static const float TEXTURETYPE_NV12 = 6;
static const float TEXTURETYPE_NV21 = 7;
static const float TEXTURETYPE_YUV = 8;
static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -159,10 +158,6 @@ float4 GetInputColor(PSInput input)
} else if (texture_type == TEXTURETYPE_PALETTE) {
float index = texture0.Sample(sampler0, input.v_uv).r * 255;
rgba = texture1.Sample(sampler1, float2((index + 0.5) / 256, 0.5));
} else if (texture_type == TEXTURETYPE_PALETTE_PIXELART) {
float2 uv = GetPixelArtUV(input);
float index = texture0.SampleGrad(sampler0, uv, ddx(input.v_uv), ddy(input.v_uv)).r * 255;
rgba = texture1.Sample(sampler1, float2((index + 0.5) / 256, 0.5));
} else if (texture_type == TEXTURETYPE_NV12) {
float3 yuv;
yuv.x = texture0.Sample(sampler0, input.v_uv).r;