mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-10 13:18:31 +09:00
[Fix] (MG_Impl, MG_State, MG_Backend, MG_Util): Do source audit by Codex.
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@@ -43,6 +43,10 @@ namespace MobileGL {
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case TextureInternalFormat::DepthComponent24:
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return 3;
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case TextureInternalFormat::RGB10:
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case TextureInternalFormat::RGB12:
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case TextureInternalFormat::RGB16:
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case TextureInternalFormat::RGB16Snorm:
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case TextureInternalFormat::RGBA2:
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case TextureInternalFormat::RGBA4:
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case TextureInternalFormat::RGB5A1:
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@@ -54,6 +58,8 @@ namespace MobileGL {
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case TextureInternalFormat::RGB10A2:
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case TextureInternalFormat::RGB10A2UI:
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case TextureInternalFormat::R32F:
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case TextureInternalFormat::R32I:
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case TextureInternalFormat::R32UI:
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case TextureInternalFormat::DepthComponent:
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case TextureInternalFormat::DepthComponent32:
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case TextureInternalFormat::DepthComponent32F:
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@@ -179,6 +185,7 @@ namespace MobileGL {
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case TextureInternalFormat::RGB10:
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case TextureInternalFormat::RGB12:
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case TextureInternalFormat::RGB16:
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case TextureInternalFormat::RGB16Snorm:
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case TextureInternalFormat::SRGB8:
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case TextureInternalFormat::RGB8I:
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case TextureInternalFormat::RGB8UI:
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@@ -236,7 +243,6 @@ namespace MobileGL {
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case TexturePixelDataType::UnsignedInt248:
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case TexturePixelDataType::Float32UnsignedInt248Rev:
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return 4;
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return 4;
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default:
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return 0;
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}
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@@ -339,6 +345,22 @@ namespace MobileGL {
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s.Green = 8;
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s.Blue = 8;
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break;
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case TextureInternalFormat::RGB10:
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s.Red = 10;
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s.Green = 10;
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s.Blue = 10;
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break;
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case TextureInternalFormat::RGB12:
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s.Red = 12;
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s.Green = 12;
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s.Blue = 12;
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break;
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case TextureInternalFormat::RGB16:
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case TextureInternalFormat::RGB16Snorm:
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s.Red = 16;
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s.Green = 16;
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s.Blue = 16;
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break;
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case TextureInternalFormat::R3G3B2:
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s.Red = 3;
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@@ -370,7 +392,6 @@ namespace MobileGL {
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case TextureInternalFormat::RGBA8UI:
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case TextureInternalFormat::SRGB8Alpha8:
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case TextureInternalFormat::RGBA:
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break;
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s.Red = 8;
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s.Green = 8;
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s.Blue = 8;
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@@ -385,6 +406,8 @@ namespace MobileGL {
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break;
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case TextureInternalFormat::R32F:
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case TextureInternalFormat::R32I:
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case TextureInternalFormat::R32UI:
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s.Red = 32;
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break;
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case TextureInternalFormat::RG32F:
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