Moţ
4b4c138fb0
vulkan: use BC1_RGBA formats so TextureFormat::BC1 keeps its 1-bit alpha ( #3937 )
...
VK_FORMAT_BC1_RGB_UNORM_BLOCK has no alpha component, so sampling a BC1
texture on Vulkan always returns a = 1.0 and the 1-bit punch-through
alpha of the source data is silently discarded.
This contradicts bgfx's own definition of the format - bgfx.h documents
TextureFormat::BC1 as "5-bit R, 6-bit G, 5-bit B, 1-bit A" - and it
disagrees with every other backend:
D3D11/D3D12 DXGI_FORMAT_BC1_UNORM
OpenGL GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
all of which decode the punch-through alpha. There is no separate BC1A
format in bgfx, so the RGB variant is not an intentional distinction.
Switching to the RGBA variants costs nothing in terms of support: if
textureCompressionBC is available, the specification requires all of
BC1-BC7 with the same feature set, so VK_FORMAT_BC1_RGBA_UNORM_BLOCK is
available wherever VK_FORMAT_BC1_RGB_UNORM_BLOCK is. Fully opaque BC1
blocks decode identically under both.
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