U16 texture format used for all macOS, not just macOS with Apple M

This commit is contained in:
minjaesong
2023-09-13 18:19:43 +09:00
parent 6bf40709b9
commit a3bf53d20f

View File

@@ -33,7 +33,7 @@ public class Float16FrameBuffer extends FrameBuffer {
* @param hasDepth whether to attach a depth buffer
* @throws GdxRuntimeException in case the FrameBuffer could not be created */
public Float16FrameBuffer (int width, int height, boolean hasDepth) {
if (App.isAppleM) { // disable float framebuffer for Apple M chips
if (App.operationSystem.equals("OSX")) { // disable float framebuffer for Apple M chips
FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp int works perfectly?!
if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
@@ -51,7 +51,7 @@ public class Float16FrameBuffer extends FrameBuffer {
@Override
protected Texture createTexture (FrameBufferTextureAttachmentSpec attachmentSpec) {
if (App.isAppleM) {
if (App.operationSystem.equals("OSX")) {
GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
attachmentSpec.format, attachmentSpec.type);
Texture result = new Texture(data);