fix: incorrect lut texture format

This commit is contained in:
Samuliak 2024-07-05 18:49:17 +02:00
parent 3005468b3f
commit 7e8582d985

View file

@ -102,7 +102,7 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
// Textures
MTL::TextureDescriptor* textureDescriptor = MTL::TextureDescriptor::alloc()->init();
textureDescriptor->setTextureType(MTL::TextureType1DArray);
textureDescriptor->setPixelFormat(MTL::PixelFormatR16Unorm);
textureDescriptor->setPixelFormat(MTL::PixelFormatR16Uint);
textureDescriptor->setWidth(LIGHT_LUT_TEXTURE_WIDTH);
textureDescriptor->setArrayLength(Lights::LUT_Count);
textureDescriptor->setUsage(MTL::TextureUsageShaderRead);
@ -587,6 +587,6 @@ void RendererMTL::updateLightingLUT() {
}
for (int i = 0; i < Lights::LUT_Count; i++) {
lightLUTTextureArray->replaceRegion(MTL::Region(0, 0, LIGHT_LUT_TEXTURE_WIDTH, 1), 0, i, u16_lightinglut.data() + LIGHT_LUT_TEXTURE_WIDTH * i, 0, 0);
lightLUTTextureArray->replaceRegion(MTL::Region(0, 0, LIGHT_LUT_TEXTURE_WIDTH, 1), 0, i, u16_lightinglut.data() + LIGHT_LUT_TEXTURE_WIDTH * i, 0, 0);
}
}