[Fix, Test] (GLImpl, Util): let a buffer clear take a GL_INT pattern into a normalized format

This commit is contained in:
2026-08-22 21:49:26 -04:00
parent 82244e9048
commit 48968a663f
2 changed files with 76 additions and 4 deletions
@@ -442,14 +442,30 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
return packed.fieldCount == mapping.channelCount;
}
// GL 4.6 core table 8.2: every unpacked component type pairs with every base format,
// with only two exclusions - an integer format takes integer types only, and the two
// floating types need a non-integer format. This used to be derived from
// GetDirectShadowComponentForType, which answers a different question (is the client
// layout byte-identical to some shadow layout) and has no SNorm32 to hand back for
// (non-integer format, GL_INT). That legal pair was therefore rejected outright, even
// though ConvertUnpackRow decodes it through DecodeComponentToFloat like every other
// normalized type - which is what glClearBufferData(GL_R8, GL_RED, GL_INT) needs.
switch (type) {
case TexturePixelDataType::UnsignedInt5999Rev:
case TexturePixelDataType::UnsignedInt101111Rev:
return !mapping.isInteger && mapping.channelCount == 3;
default: {
ShadowComponent component{};
return GetDirectShadowComponentForType(type, mapping.isInteger, component);
}
case TexturePixelDataType::UnsignedByte:
case TexturePixelDataType::Byte:
case TexturePixelDataType::UnsignedShort:
case TexturePixelDataType::Short:
case TexturePixelDataType::UnsignedInt:
case TexturePixelDataType::Int:
return true;
case TexturePixelDataType::HalfFloat:
case TexturePixelDataType::Float:
return !mapping.isInteger;
default:
return false;
}
}