Some D3D devices can support 16-bit texture formats. These devices will
benefit from lower memory usage if 16-bit window surface formats can be
supported.
ANGLE internally uses the DXGI_FORMAT_B8G8R8A8_UNORM or
DXGI_FORMAT_R8G8B8A8_UNORM for swapchain backbuffer texture format as well as
the offscreen intermediate buffer texture.
By adding GL_RGBA4, GL_RGB5_A1, and GL_RGB565 as supported texture formats, we
can add 5650,4444,5551 as supported sizes for EGL_RED_SIZE, EGL_BLUE_SIZE,
EGL_GREEN_SIZE and EGL_ALPHA_SIZE in the attributes used to create a window
surface.
ANGLE will still create a swapchain that is DXGI_FORMAT_B8G8R8A8_UNORM or
DXGI_FORMAT_R8G8B8A8_UNORM, but the offscreen texture can now be 16-bit, and
thus reduces the memory usage.
Original issue reported on code.google.com by co...@microsoft.com on 11 Jun 2015 at 3:37
Original issue reported on code.google.com by
co...@microsoft.com
on 11 Jun 2015 at 3:37