[Fix] (MG_Util/Converters): resolve the GL_COMPRESSED_* internal formats to the uncompressed storage that backs them instead of rejecting them as unknown - GL prescribes this base-format fallback for the six generic formats, and RGTC stores uncompressed because ES exposes no compressor

This commit is contained in:
2026-07-20 21:05:57 -04:00
parent e724e88eec
commit e526f8e8ac
2 changed files with 72 additions and 0 deletions
+41
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@@ -1516,6 +1516,47 @@ TEST_F(TextureTest, TexStorage2DTrimsALongerPreExistingMipChain) {
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// glTexImage2D used to reject every GL_COMPRESSED_* internal format with GL_INVALID_ENUM, because
// none of them mapped to a TextureInternalFormat and the "unknown format" gate fired. They now
// resolve to the uncompressed storage that backs them - what GL prescribes for the generic formats,
// and a deliberate deviation for RGTC, which ES cannot compress. The (format, type) pairs below are
// the ones KHR-GL33.packed_pixels uploads with, so this table doubles as a pin for those 480 cases.
TEST_F(TextureTest, CompressedInternalFormatsResolveToTheirUncompressedStorage) {
struct Case {
GLenum internalFormat;
GLenum format;
GLenum type;
TextureInternalFormat expected;
};
const Case cases[] = {
{GL_COMPRESSED_RED, GL_RED, GL_UNSIGNED_BYTE, TextureInternalFormat::R8},
{GL_COMPRESSED_RG, GL_RG, GL_UNSIGNED_BYTE, TextureInternalFormat::RG8},
{GL_COMPRESSED_RGB, GL_RGB, GL_UNSIGNED_BYTE, TextureInternalFormat::RGB8},
{GL_COMPRESSED_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, TextureInternalFormat::RGBA8},
{GL_COMPRESSED_SRGB, GL_RGB, GL_UNSIGNED_BYTE, TextureInternalFormat::SRGB8},
{GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_UNSIGNED_BYTE, TextureInternalFormat::SRGB8Alpha8},
{GL_COMPRESSED_RED_RGTC1, GL_RED, GL_UNSIGNED_BYTE, TextureInternalFormat::R8},
{GL_COMPRESSED_RG_RGTC2, GL_RG, GL_UNSIGNED_BYTE, TextureInternalFormat::RG8},
// The signed RGTC pair is uploaded as GL_BYTE and must land on SNORM storage - resolving
// them to plain R8/RG8 would silently reinterpret negative texels.
{GL_COMPRESSED_SIGNED_RED_RGTC1, GL_RED, GL_BYTE, TextureInternalFormat::R8Snorm},
{GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, GL_BYTE, TextureInternalFormat::RG8Snorm},
};
MG_Impl::GLImpl::PixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (const auto& c : cases) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, c.internalFormat, 4, 4, 0, c.format, c.type, nullptr);
const auto textureObject = MG_State::pGLContext->GetTextureObject(texture);
ASSERT_NE(textureObject, nullptr) << "internalFormat 0x" << std::hex << c.internalFormat;
EXPECT_EQ(textureObject->GetFormat(), c.expected) << "internalFormat 0x" << std::hex << c.internalFormat;
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR) << "internalFormat 0x" << std::hex << c.internalFormat;
}
}
TEST_F(TextureTest, TextureStorage3DAndSubImageModifyNamedObjectOnly) {
GLuint texture = 0;
MG_Impl::GLImpl::CreateTextures(GL_TEXTURE_3D, 1, &texture);