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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 13:48:30 +09:00
[Misc] (Texture): Start to support GL_DEPTH_COMPONENT32...
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+3
-3
@@ -131,9 +131,9 @@ namespace MG_Constants {
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GL_RGB32F, GL_RGB32I, GL_RGB32UI, GL_RGB16_SNORM, GL_RGB16F, GL_RGB16I, GL_RGB16UI,
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GL_RGB32F, GL_RGB32I, GL_RGB32UI, GL_RGB16_SNORM, GL_RGB16F, GL_RGB16I, GL_RGB16UI,
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GL_RGB16, GL_RGB8_SNORM, GL_RGB8, GL_RGB8I, GL_RGB8UI, GL_SRGB8, GL_RGB9_E5,
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GL_RGB16, GL_RGB8_SNORM, GL_RGB8, GL_RGB8I, GL_RGB8UI, GL_SRGB8, GL_RGB9_E5,
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GL_RG16_SNORM, GL_RG8_SNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2,
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GL_RG16_SNORM, GL_RG8_SNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2,
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GL_R16_SNORM, GL_R8_SNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1,
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GL_R16_SNORM, GL_R8_SNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1,
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GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16, GL_DEPTH32F_STENCIL8,
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GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16,
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GL_DEPTH24_STENCIL8
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GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8
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}; // OpenGL 3
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}; // OpenGL 3
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inline const std::unordered_set<GLenum> VALID_TYPES = {
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inline const std::unordered_set<GLenum> VALID_TYPES = {
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@@ -37,7 +37,7 @@ namespace MG_GL::GL {
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if (outInternalFormat)
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if (outInternalFormat)
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*outInternalFormat = GL_DEPTH_COMPONENT32F;
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*outInternalFormat = GL_DEPTH_COMPONENT32F;
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if (outType)
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if (outType)
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*outType = GL_UNSIGNED_INT;
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*outType = GL_FLOAT;
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if (outFormat)
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if (outFormat)
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*outFormat = format;
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*outFormat = format;
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break;
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break;
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@@ -873,10 +873,10 @@ GLenum TextureState::CheckUploadingTexture2DValidity_(GLenum target, GLint level
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return GL_INVALID_OPERATION;
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return GL_INVALID_OPERATION;
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}
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}
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bool isDepthInternal = (internalFormat == GL_DEPTH_COMPONENT32F || internalFormat == GL_DEPTH_COMPONENT24
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bool isDepthInternal = (internalFormat == GL_DEPTH_COMPONENT32 || internalFormat == GL_DEPTH_COMPONENT32F ||
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|| internalFormat == GL_DEPTH_COMPONENT16 || internalFormat == GL_DEPTH32F_STENCIL8
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internalFormat == GL_DEPTH_COMPONENT24 || internalFormat == GL_DEPTH_COMPONENT16 ||
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|| internalFormat == GL_DEPTH24_STENCIL8 || internalFormat == GL_DEPTH_COMPONENT
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internalFormat == GL_DEPTH32F_STENCIL8 || internalFormat == GL_DEPTH24_STENCIL8 ||
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|| internalFormat == GL_DEPTH_STENCIL);
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internalFormat == GL_DEPTH_COMPONENT || internalFormat == GL_DEPTH_STENCIL);
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bool isDepthFormat = (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL);
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bool isDepthFormat = (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL);
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if (isDepthInternal != isDepthFormat) {
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if (isDepthInternal != isDepthFormat) {
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MG_Util::Debug::LogE("MG_State: Texture: CheckUploadingTexture2DValidity_ depth internal/format mismatch");
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MG_Util::Debug::LogE("MG_State: Texture: CheckUploadingTexture2DValidity_ depth internal/format mismatch");
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