[Fix] (MG_Util/Texture): fix D32 depth format in NormalizePixelFormat, fixing Photon shadow

This commit is contained in:
2026-01-06 09:28:51 +08:00
parent bdd4261a5a
commit d4a98ad94f
@@ -28,8 +28,8 @@ namespace MobileGL::MG_Util::TextureFormatProcessor {
break;
case GL_DEPTH_COMPONENT32:
if (outInternalFormat) *outInternalFormat = GL_DEPTH_COMPONENT32F;
if (outType) *outType = GL_FLOAT;
if (outInternalFormat) *outInternalFormat = GL_DEPTH_COMPONENT;
if (outType) *outType = GL_UNSIGNED_INT;
if (outFormat) *outFormat = GL_DEPTH_COMPONENT;
break;
@@ -46,7 +46,7 @@ namespace MobileGL::MG_Util::TextureFormatProcessor {
break;
case GL_DEPTH32F_STENCIL8:
case GL_DEPTH_STENCIL:
if (outInternalFormat) *outInternalFormat = GL_DEPTH32F_STENCIL8;
if (outInternalFormat) *outInternalFormat = internalFormat;
if (outType) *outType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
if (outFormat) *outFormat = GL_DEPTH_STENCIL;
break;
@@ -215,8 +215,8 @@ namespace MobileGL::MG_Util::TextureFormatProcessor {
are not supported here either.
```
*/
if (outInternalFormat) *outInternalFormat = GL_R16F;
if (outType) *outType = GL_FLOAT;
if (outInternalFormat) *outInternalFormat = GL_R16;
if (outType) *outType = GL_UNSIGNED_SHORT;
if (outFormat) *outFormat = GL_RED;
break;
case GL_R8: