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[Feat] (MG_Impl/Texture): implement glTexImage3D in the frontend
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@@ -148,13 +148,14 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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if (textureInputFormat == TextureInputFormat::BGRA &&
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targetInternalFormat == TextureInternalFormat::RGBA8) {
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MGLOG_D("%s: Swizzle (BGRA)", __func__);
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MGLOG_D("%s: pixel0 before = %x", __func__, *((Uint32*)layerDst));
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// MGLOG_D("%s: pixel0 before = %x", __func__, *((Uint32*)layerDst));
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ProcessColorSwizzle(layerDst, static_cast<SizeT>(copyWidth),
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{TextureSwizzleParam::Green, TextureSwizzleParam::Blue,
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TextureSwizzleParam::Alpha, TextureSwizzleParam::Red});
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MGLOG_D("%s: pixel0 after = %x", __func__, *((Uint32*)layerDst));
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} else
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MGLOG_D("%s: pixel0 = %x", __func__, *((Uint32*)layerDst));
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// MGLOG_D("%s: pixel0 after = %x", __func__, *((Uint32*)layerDst));
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}
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// else
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// MGLOG_D("%s: pixel0 = %x", __func__, *((Uint32*)layerDst));
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layerSrc += inputStride;
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layerDst += static_cast<SizeT>(copyWidth) * pixelSize;
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