[Feat] (MG_Impl/Texture): implement glTexImage3D in the frontend

This commit is contained in:
2026-01-04 16:39:14 +08:00
parent 7819a8e405
commit c537f9814c
5 changed files with 137 additions and 26 deletions
@@ -148,13 +148,14 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
if (textureInputFormat == TextureInputFormat::BGRA &&
targetInternalFormat == TextureInternalFormat::RGBA8) {
MGLOG_D("%s: Swizzle (BGRA)", __func__);
MGLOG_D("%s: pixel0 before = %x", __func__, *((Uint32*)layerDst));
// MGLOG_D("%s: pixel0 before = %x", __func__, *((Uint32*)layerDst));
ProcessColorSwizzle(layerDst, static_cast<SizeT>(copyWidth),
{TextureSwizzleParam::Green, TextureSwizzleParam::Blue,
TextureSwizzleParam::Alpha, TextureSwizzleParam::Red});
MGLOG_D("%s: pixel0 after = %x", __func__, *((Uint32*)layerDst));
} else
MGLOG_D("%s: pixel0 = %x", __func__, *((Uint32*)layerDst));
// MGLOG_D("%s: pixel0 after = %x", __func__, *((Uint32*)layerDst));
}
// else
// MGLOG_D("%s: pixel0 = %x", __func__, *((Uint32*)layerDst));
layerSrc += inputStride;
layerDst += static_cast<SizeT>(copyWidth) * pixelSize;