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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Backend/DirectVulkan): GenerateMipmap WIP
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@@ -30,6 +30,7 @@ namespace MobileGL {
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case TextureInternalFormat::RG8Snorm:
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case TextureInternalFormat::RG8I:
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case TextureInternalFormat::RG8UI:
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case TextureInternalFormat::DepthComponent16:
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return 2;
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case TextureInternalFormat::RGB4:
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@@ -39,6 +40,7 @@ namespace MobileGL {
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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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case TextureInternalFormat::DepthComponent24:
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return 3;
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case TextureInternalFormat::RGBA2:
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@@ -52,6 +54,11 @@ 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::DepthComponent:
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case TextureInternalFormat::DepthComponent32:
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case TextureInternalFormat::DepthComponent32F:
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case TextureInternalFormat::DepthStencil:
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case TextureInternalFormat::Depth24Stencil8:
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case TextureInternalFormat::RG16:
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case TextureInternalFormat::RG16Snorm:
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@@ -83,6 +90,7 @@ namespace MobileGL {
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case TextureInternalFormat::RGBA32F:
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case TextureInternalFormat::RGBA32I:
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case TextureInternalFormat::RGBA32UI:
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case TextureInternalFormat::Depth32FStencil8:
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return 16;
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case TextureInternalFormat::R11FG11FB10F:
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@@ -125,7 +133,13 @@ namespace MobileGL {
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SizeT GetBaseInternalFormatComponentCount(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::DepthComponent:
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case TextureInternalFormat::DepthComponent16:
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case TextureInternalFormat::DepthComponent24:
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case TextureInternalFormat::DepthComponent32:
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case TextureInternalFormat::DepthComponent32F:
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case TextureInternalFormat::DepthStencil:
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case TextureInternalFormat::Depth24Stencil8:
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case TextureInternalFormat::Depth32FStencil8:
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// Depth stencil is actually 2 components
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// tho real formats always gives byte size in whole
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// so we count this as one here
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