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flibitijibibo avatar flibitijibibo commented on July 19, 2024

Depending on the driver for Windows there's actually a chance that the target is quietly being stored as RGBA8 internally, so there's that to be worried about... for OSX I had a similar problem with Rogue Legacy's non-Color render targets simply being unsupported, so I'd look at this more as a GL issue than FNA issue.

I'd check this out with apitrace for OpenGL and some tracing tool for D3D and see what comes up.

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 avatar commented on July 19, 2024

Hm, well I'm not going to spend any time on it. I've switched my buffers over to Color which work fine for my use case and if this is a driver issue then there's really little I can do.

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flibitijibibo avatar flibitijibibo commented on July 19, 2024

Here's a nice, dead horse to beat: Does the Bgr565 RenderTarget work with upstream FNA?

When doing the GL rewrite I ended up looking through the GL enum conversions that are done in the Texture base, and a lot of them were just plain wrong... I just went into Rogue Legacy with the new conversion and Bgra4444/Bgra5551 targets seem to work just fine now, at least on NVIDIA hardware. I'll have to check on OSX, since this still doesn't change that most drivers are secretly lying to us about the internal format anyway, but it's worth looking at either way.

EDIT: Escape Goat 2's Bgr565 grayscale surface seems okay. Haven't done a proper comparison though.
EDIT 2: Basically every format except NormalizedByte2 and NormalizedByte4 should now work now.

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