mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-16 06:23:23 +09:00
- Record the size a proxy glTexImage* asks for and answer it from glGetTexLevelParameter, or zeros when it passes the texture size limits - Map GL_PROXY_TEXTURE_1D and GL_PROXY_TEXTURE_3D to their upload targets
582 lines
26 KiB
C++
582 lines
26 KiB
C++
// MobileGL - MobileGL/MG_Util/Converters/GLToMG/TextureEnumConverter.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#include "TextureEnumConverter.h"
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#include "MG_Util/Converters/GLToStr/GLEnumConverter.h"
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namespace MobileGL {
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namespace MG_Util {
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TextureTarget ConvertGLEnumToTextureTarget(GLenum target) {
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switch (target) {
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case GL_TEXTURE_1D:
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case GL_PROXY_TEXTURE_1D:
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return TextureTarget::Texture1D;
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case GL_TEXTURE_2D:
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case GL_PROXY_TEXTURE_2D:
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return TextureTarget::Texture2D;
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case GL_TEXTURE_3D:
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case GL_PROXY_TEXTURE_3D:
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return TextureTarget::Texture3D;
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case GL_TEXTURE_CUBE_MAP:
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case GL_PROXY_TEXTURE_CUBE_MAP:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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return TextureTarget::TextureCubeMap;
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case GL_TEXTURE_2D_ARRAY:
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case GL_PROXY_TEXTURE_2D_ARRAY:
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return TextureTarget::Texture2DArray;
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case GL_TEXTURE_2D_MULTISAMPLE:
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case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
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return TextureTarget::Texture2DMultisample;
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case GL_TEXTURE_CUBE_MAP_ARRAY:
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case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
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return TextureTarget::TextureCubeMapArray;
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case GL_TEXTURE_BUFFER:
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return TextureTarget::TextureBuffer;
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case GL_TEXTURE_1D_ARRAY:
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case GL_PROXY_TEXTURE_1D_ARRAY:
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return TextureTarget::Texture1DArray;
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case GL_TEXTURE_RECTANGLE:
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case GL_PROXY_TEXTURE_RECTANGLE:
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return TextureTarget::TextureRectangle;
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
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return TextureTarget::Texture2DMultisampleArray;
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case GL_TEXTURE_EXTERNAL_OES:
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return TextureTarget::External;
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default:
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return TextureTarget::Unknown;
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}
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}
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TextureInputFormat ConvertGLEnumToTextureInputFormat(GLenum format) {
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switch (format) {
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// Legacy carve-out: GL_ALPHA stays mapped to Red so alpha-texture uploads keep landing in
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// the R channel of the R8-backed storage (TexImage*_State pairs this with a 0,0,0,R
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// swizzle). Readback of GL_ALPHA is corrected at the backend, which maps the raw enum to
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// source channel 3 (DirectGLES GetReadbackChannelMapping).
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case GL_ALPHA:
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case GL_RED:
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return TextureInputFormat::Red;
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case GL_GREEN:
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return TextureInputFormat::Green;
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case GL_BLUE:
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return TextureInputFormat::Blue;
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case GL_RG:
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return TextureInputFormat::RG;
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case GL_RGB:
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return TextureInputFormat::RGB;
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case GL_BGR:
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return TextureInputFormat::BGR;
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case GL_RGBA:
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return TextureInputFormat::RGBA;
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case GL_BGRA:
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return TextureInputFormat::BGRA;
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case GL_RED_INTEGER:
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return TextureInputFormat::RInteger;
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case GL_GREEN_INTEGER:
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return TextureInputFormat::GreenInteger;
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case GL_BLUE_INTEGER:
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return TextureInputFormat::BlueInteger;
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case GL_ALPHA_INTEGER:
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return TextureInputFormat::AlphaInteger;
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case GL_RG_INTEGER:
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return TextureInputFormat::RGInteger;
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case GL_RGB_INTEGER:
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return TextureInputFormat::RGBInteger;
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case GL_BGR_INTEGER:
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return TextureInputFormat::BGRInteger;
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case GL_RGBA_INTEGER:
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return TextureInputFormat::RGBAInteger;
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case GL_BGRA_INTEGER:
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return TextureInputFormat::BGRAInteger;
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case GL_STENCIL_INDEX:
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return TextureInputFormat::StencilIndex;
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case GL_DEPTH_COMPONENT:
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return TextureInputFormat::DepthComponent;
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case GL_DEPTH_STENCIL:
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return TextureInputFormat::DepthStencil;
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default:
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return TextureInputFormat::Unknown;
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}
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}
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TextureInternalFormat ConvertGLEnumToTextureInternalFormat(GLenum internalformat) {
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switch (internalformat) {
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case GL_R8:
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return TextureInternalFormat::R8;
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case GL_R8_SNORM:
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return TextureInternalFormat::R8Snorm;
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case GL_R16:
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return TextureInternalFormat::R16;
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case GL_R16_SNORM:
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return TextureInternalFormat::R16Snorm;
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case GL_RG8:
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return TextureInternalFormat::RG8;
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case GL_RG8_SNORM:
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return TextureInternalFormat::RG8Snorm;
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case GL_RG16:
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return TextureInternalFormat::RG16;
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case GL_RG16_SNORM:
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return TextureInternalFormat::RG16Snorm;
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case GL_R3_G3_B2:
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return TextureInternalFormat::R3G3B2;
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case GL_RGB4:
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return TextureInternalFormat::RGB4;
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case GL_RGB5:
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// GL_RGB565 (GL 4.1 / ARB_ES2_compatibility, used directly by the GL CTS) is the
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// ES-facing rendition of the legacy RGB5 resolution.
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case GL_RGB565:
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return TextureInternalFormat::RGB5;
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case GL_RGB8:
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return TextureInternalFormat::RGB8;
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case GL_RGB8_SNORM:
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return TextureInternalFormat::RGB8Snorm;
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case GL_RGB10:
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return TextureInternalFormat::RGB10;
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case GL_RGB12:
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return TextureInternalFormat::RGB12;
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case GL_RGB16:
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return TextureInternalFormat::RGB16;
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case GL_RGB16_SNORM:
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return TextureInternalFormat::RGB16Snorm;
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case GL_RGBA2:
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return TextureInternalFormat::RGBA2;
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case GL_RGBA4:
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return TextureInternalFormat::RGBA4;
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case GL_RGB5_A1:
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return TextureInternalFormat::RGB5A1;
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// GL_BGRA8_EXT (EXT_texture_storage with EXT_texture_format_BGRA8888): stored as RGBA8;
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// the BGRA byte order is the pixel transfer format's business, as on desktop GL.
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case 0x93A1:
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case GL_RGBA8:
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return TextureInternalFormat::RGBA8;
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case GL_RGBA8_SNORM:
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return TextureInternalFormat::RGBA8Snorm;
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case GL_RGB10_A2:
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return TextureInternalFormat::RGB10A2;
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case GL_RGB10_A2UI:
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return TextureInternalFormat::RGB10A2UI;
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case GL_RGBA12:
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return TextureInternalFormat::RGBA12;
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case GL_RGBA16:
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return TextureInternalFormat::RGBA16;
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case GL_RGBA16_SNORM:
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return TextureInternalFormat::RGBA16Snorm;
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case GL_SRGB8:
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return TextureInternalFormat::SRGB8;
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case GL_SRGB8_ALPHA8:
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return TextureInternalFormat::SRGB8Alpha8;
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case GL_R16F:
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return TextureInternalFormat::R16F;
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case GL_RG16F:
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return TextureInternalFormat::RG16F;
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case GL_RGB16F:
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return TextureInternalFormat::RGB16F;
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case GL_RGBA16F:
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return TextureInternalFormat::RGBA16F;
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case GL_R32F:
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return TextureInternalFormat::R32F;
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case GL_RG32F:
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return TextureInternalFormat::RG32F;
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case GL_RGB32F:
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return TextureInternalFormat::RGB32F;
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case GL_RGBA32F:
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return TextureInternalFormat::RGBA32F;
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case GL_R11F_G11F_B10F:
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return TextureInternalFormat::R11FG11FB10F;
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case GL_RGB9_E5:
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return TextureInternalFormat::RGB9E5;
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case GL_R8I:
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return TextureInternalFormat::R8I;
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case GL_R8UI:
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return TextureInternalFormat::R8UI;
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case GL_R16I:
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return TextureInternalFormat::R16I;
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case GL_R16UI:
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return TextureInternalFormat::R16UI;
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case GL_R32I:
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return TextureInternalFormat::R32I;
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case GL_R32UI:
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return TextureInternalFormat::R32UI;
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case GL_RG8I:
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return TextureInternalFormat::RG8I;
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case GL_RG8UI:
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return TextureInternalFormat::RG8UI;
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case GL_RG16I:
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return TextureInternalFormat::RG16I;
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case GL_RG16UI:
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return TextureInternalFormat::RG16UI;
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case GL_RG32I:
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return TextureInternalFormat::RG32I;
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case GL_RG32UI:
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return TextureInternalFormat::RG32UI;
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case GL_RGB8I:
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return TextureInternalFormat::RGB8I;
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case GL_RGB8UI:
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return TextureInternalFormat::RGB8UI;
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case GL_RGB16I:
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return TextureInternalFormat::RGB16I;
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case GL_RGB16UI:
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return TextureInternalFormat::RGB16UI;
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case GL_RGB32I:
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return TextureInternalFormat::RGB32I;
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case GL_RGB32UI:
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return TextureInternalFormat::RGB32UI;
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case GL_RGBA8I:
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return TextureInternalFormat::RGBA8I;
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case GL_RGBA8UI:
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return TextureInternalFormat::RGBA8UI;
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case GL_RGBA16I:
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return TextureInternalFormat::RGBA16I;
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case GL_RGBA16UI:
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return TextureInternalFormat::RGBA16UI;
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case GL_RGBA32I:
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return TextureInternalFormat::RGBA32I;
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case GL_RGBA32UI:
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return TextureInternalFormat::RGBA32UI;
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case GL_DEPTH_COMPONENT16:
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return TextureInternalFormat::DepthComponent16;
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case GL_DEPTH_COMPONENT24:
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return TextureInternalFormat::DepthComponent24;
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case GL_DEPTH_COMPONENT32:
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return TextureInternalFormat::DepthComponent32;
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case GL_DEPTH_COMPONENT32F:
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return TextureInternalFormat::DepthComponent32F;
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case GL_DEPTH24_STENCIL8:
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return TextureInternalFormat::Depth24Stencil8;
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case GL_DEPTH32F_STENCIL8:
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return TextureInternalFormat::Depth32FStencil8;
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case GL_STENCIL_INDEX8:
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return TextureInternalFormat::StencilIndex8;
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// The unsized stencil base format resolves to the only stencil storage there is, the
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// same way the unsized color and depth base formats below resolve to theirs. Returning
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// Unknown made glTexImage2D(GL_STENCIL_INDEX) an error, which killed the negative
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// clear-texture cases in their own setup before they could reach the call they test.
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case GL_STENCIL_INDEX:
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return TextureInternalFormat::StencilIndex8;
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case GL_DEPTH_COMPONENT:
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return TextureInternalFormat::DepthComponent;
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case GL_DEPTH_STENCIL:
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return TextureInternalFormat::DepthStencil;
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// Compressed internal formats resolve to the uncompressed storage that backs them.
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//
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// For the six generic formats this is exactly what GL prescribes: the implementation
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// picks a specific compressed format, and when none is available it falls back to the
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// corresponding base format. Nothing downstream ever sees a compressed enum, so the
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// metrics, pixel-store and backend tables keep their "one format, N bytes per texel"
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// invariant instead of each needing a compressed-aware arm.
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//
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// The four RGTC formats are a deliberate deviation: they are specific formats that GL
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// 3.3 requires, but ES exposes no RGTC compressor to hand the data to. Storing the
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// texels uncompressed keeps them renderable at the cost of the memory saving, which is
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// strictly better than the INVALID_ENUM the application used to get. Note the signed
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// variants must land on SNORM storage - CTS uploads them as GL_BYTE.
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case GL_COMPRESSED_RED:
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case GL_COMPRESSED_RED_RGTC1:
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return TextureInternalFormat::R8;
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case GL_COMPRESSED_SIGNED_RED_RGTC1:
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return TextureInternalFormat::R8Snorm;
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case GL_COMPRESSED_RG:
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case GL_COMPRESSED_RG_RGTC2:
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return TextureInternalFormat::RG8;
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case GL_COMPRESSED_SIGNED_RG_RGTC2:
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return TextureInternalFormat::RG8Snorm;
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case GL_COMPRESSED_RGB:
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return TextureInternalFormat::RGB8;
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case GL_COMPRESSED_RGBA:
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return TextureInternalFormat::RGBA8;
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case GL_COMPRESSED_SRGB:
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return TextureInternalFormat::SRGB8;
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case GL_COMPRESSED_SRGB_ALPHA:
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return TextureInternalFormat::SRGB8Alpha8;
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// BPTC and ETC2/EAC follow the same deviation as RGTC above, for the same reason: they
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// are specific formats core GL requires (BPTC from 4.2, ETC2/EAC from 4.3) that this
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// stack has no compressor for. INVALID_ENUM was never a legal answer for them, and
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// uncompressed storage is the same trade the RGTC formats already take.
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case GL_COMPRESSED_RGBA_BPTC_UNORM:
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return TextureInternalFormat::RGBA8;
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case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:
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return TextureInternalFormat::SRGB8Alpha8;
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case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:
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case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:
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return TextureInternalFormat::RGB16F;
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case GL_COMPRESSED_RGB8_ETC2:
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return TextureInternalFormat::RGB8;
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case GL_COMPRESSED_SRGB8_ETC2:
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return TextureInternalFormat::SRGB8;
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case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:
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case GL_COMPRESSED_RGBA8_ETC2_EAC:
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return TextureInternalFormat::RGBA8;
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case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:
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case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:
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return TextureInternalFormat::SRGB8Alpha8;
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case GL_COMPRESSED_R11_EAC:
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return TextureInternalFormat::R8;
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case GL_COMPRESSED_SIGNED_R11_EAC:
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return TextureInternalFormat::R8Snorm;
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case GL_COMPRESSED_RG11_EAC:
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return TextureInternalFormat::RG8;
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case GL_COMPRESSED_SIGNED_RG11_EAC:
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return TextureInternalFormat::RG8Snorm;
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case GL_ALPHA:
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case GL_RED:
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return TextureInternalFormat::Red;
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case GL_RG:
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return TextureInternalFormat::RG;
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case GL_RGB:
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return TextureInternalFormat::RGB;
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// GL_BGRA_EXT as an unsized internal format (EXT_texture_format_BGRA8888, an ES
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// application's spelling): the same storage as GL_RGBA.
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case GL_BGRA:
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case GL_RGBA:
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return TextureInternalFormat::RGBA;
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default:
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MGLOG_D("%s: unknown internal format %s", __func__,
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MG_Util::ConvertGLEnumToString(internalformat).c_str());
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return TextureInternalFormat::Unknown;
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}
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}
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TexturePixelDataType ConvertGLEnumToTexturePixelDataType(GLenum type) {
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switch (type) {
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case GL_UNSIGNED_BYTE:
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return TexturePixelDataType::UnsignedByte;
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case GL_BYTE:
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return TexturePixelDataType::Byte;
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case GL_UNSIGNED_SHORT:
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return TexturePixelDataType::UnsignedShort;
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case GL_SHORT:
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return TexturePixelDataType::Short;
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case GL_UNSIGNED_INT:
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return TexturePixelDataType::UnsignedInt;
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case GL_INT:
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return TexturePixelDataType::Int;
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case GL_FLOAT:
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return TexturePixelDataType::Float;
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case GL_HALF_FLOAT:
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return TexturePixelDataType::HalfFloat;
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case GL_UNSIGNED_INT_24_8:
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return TexturePixelDataType::UnsignedInt248;
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case GL_UNSIGNED_BYTE_3_3_2:
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return TexturePixelDataType::UnsignedByte332;
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case GL_UNSIGNED_BYTE_2_3_3_REV:
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return TexturePixelDataType::UnsignedByte233Rev;
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case GL_UNSIGNED_SHORT_5_6_5:
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return TexturePixelDataType::UnsignedShort565;
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case GL_UNSIGNED_SHORT_5_6_5_REV:
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return TexturePixelDataType::UnsignedShort565Rev;
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case GL_UNSIGNED_SHORT_4_4_4_4:
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return TexturePixelDataType::UnsignedShort4444;
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case GL_UNSIGNED_SHORT_4_4_4_4_REV:
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return TexturePixelDataType::UnsignedShort4444Rev;
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case GL_UNSIGNED_SHORT_5_5_5_1:
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return TexturePixelDataType::UnsignedShort5551;
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case GL_UNSIGNED_SHORT_1_5_5_5_REV:
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return TexturePixelDataType::UnsignedShort1555Rev;
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case GL_UNSIGNED_INT_8_8_8_8:
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return TexturePixelDataType::UnsignedInt8888;
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case GL_UNSIGNED_INT_8_8_8_8_REV:
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return TexturePixelDataType::UnsignedInt8888Rev;
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case GL_UNSIGNED_INT_10_10_10_2:
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return TexturePixelDataType::UnsignedInt1010102;
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case GL_UNSIGNED_INT_10F_11F_11F_REV:
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return TexturePixelDataType::UnsignedInt101111Rev;
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case GL_UNSIGNED_INT_2_10_10_10_REV:
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return TexturePixelDataType::UnsignedInt2101010Rev;
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case GL_UNSIGNED_INT_5_9_9_9_REV:
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return TexturePixelDataType::UnsignedInt5999Rev;
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case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
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return TexturePixelDataType::Float32UnsignedInt248Rev;
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default:
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return TexturePixelDataType::Unknown;
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}
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}
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TextureUploadTarget ConvertGLEnumToTextureUploadTarget(GLenum target) {
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switch (target) {
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case GL_TEXTURE_1D:
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return TextureUploadTarget::Texture1D;
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case GL_TEXTURE_2D:
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return TextureUploadTarget::Texture2D;
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case GL_TEXTURE_3D:
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return TextureUploadTarget::Texture3D;
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case GL_PROXY_TEXTURE_1D:
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return TextureUploadTarget::ProxyTexture1D;
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case GL_PROXY_TEXTURE_2D:
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return TextureUploadTarget::ProxyTexture2D;
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case GL_PROXY_TEXTURE_3D:
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return TextureUploadTarget::ProxyTexture3D;
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case GL_TEXTURE_1D_ARRAY:
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return TextureUploadTarget::Texture1DArray;
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case GL_PROXY_TEXTURE_1D_ARRAY:
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return TextureUploadTarget::ProxyTexture1DArray;
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case GL_TEXTURE_2D_ARRAY:
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return TextureUploadTarget::Texture2DArray;
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case GL_TEXTURE_CUBE_MAP_ARRAY:
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return TextureUploadTarget::CubeMapArray;
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case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
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return TextureUploadTarget::ProxyCubeMapArray;
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case GL_PROXY_TEXTURE_2D_ARRAY:
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return TextureUploadTarget::ProxyTexture2DArray;
|
|
case GL_TEXTURE_RECTANGLE:
|
|
return TextureUploadTarget::TextureRectangle;
|
|
case GL_PROXY_TEXTURE_RECTANGLE:
|
|
return TextureUploadTarget::ProxyTextureRectangle;
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
|
return TextureUploadTarget::CubeMapPositiveX;
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
|
return TextureUploadTarget::CubeMapNegativeX;
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
|
return TextureUploadTarget::CubeMapPositiveY;
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
|
return TextureUploadTarget::CubeMapNegativeY;
|
|
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
|
return TextureUploadTarget::CubeMapPositiveZ;
|
|
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
|
|
return TextureUploadTarget::CubeMapNegativeZ;
|
|
case GL_TEXTURE_BUFFER:
|
|
return TextureUploadTarget::TextureBuffer;
|
|
case GL_PROXY_TEXTURE_CUBE_MAP:
|
|
return TextureUploadTarget::ProxyCubeMap;
|
|
case GL_TEXTURE_2D_MULTISAMPLE:
|
|
return TextureUploadTarget::Texture2DMultisample;
|
|
case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
|
|
return TextureUploadTarget::ProxyTexture2DMultisample;
|
|
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
|
|
return TextureUploadTarget::Texture2DMultisampleArray;
|
|
case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
|
|
return TextureUploadTarget::ProxyTexture2DMultisampleArray;
|
|
default:
|
|
return TextureUploadTarget::Unknown;
|
|
}
|
|
}
|
|
|
|
SamplerFilterMode ConvertGLEnumToSamplerFilterMode(GLenum v) {
|
|
switch (v) {
|
|
case GL_NEAREST:
|
|
case GL_NEAREST_MIPMAP_NEAREST:
|
|
case GL_NEAREST_MIPMAP_LINEAR:
|
|
return SamplerFilterMode::Nearest;
|
|
case GL_LINEAR:
|
|
case GL_LINEAR_MIPMAP_NEAREST:
|
|
case GL_LINEAR_MIPMAP_LINEAR:
|
|
return SamplerFilterMode::Linear;
|
|
default:
|
|
MGLOG_D("Unknown SamplerFilterMode %s", MG_Util::ConvertGLEnumToString(v).c_str());
|
|
return SamplerFilterMode::Unknown;
|
|
}
|
|
}
|
|
|
|
SamplerMipmapMode ConvertGLEnumToSamplerMipmapMode(GLenum v) {
|
|
switch (v) {
|
|
case GL_NEAREST:
|
|
case GL_LINEAR:
|
|
return SamplerMipmapMode::None; // when there is no mipmap
|
|
case GL_NEAREST_MIPMAP_NEAREST:
|
|
case GL_LINEAR_MIPMAP_NEAREST:
|
|
return SamplerMipmapMode::Nearest;
|
|
case GL_NEAREST_MIPMAP_LINEAR:
|
|
case GL_LINEAR_MIPMAP_LINEAR:
|
|
return SamplerMipmapMode::Linear;
|
|
default:
|
|
return SamplerMipmapMode::Unknown;
|
|
}
|
|
}
|
|
|
|
SamplerWrapMode ConvertGLEnumToSamplerWrapMode(GLenum v) {
|
|
switch (v) {
|
|
case GL_CLAMP_TO_EDGE:
|
|
return SamplerWrapMode::ClampToEdge;
|
|
case GL_MIRRORED_REPEAT:
|
|
return SamplerWrapMode::MirroredRepeat;
|
|
case GL_REPEAT:
|
|
return SamplerWrapMode::Repeat;
|
|
case GL_CLAMP_TO_BORDER:
|
|
return SamplerWrapMode::ClampToBorder;
|
|
case GL_MIRROR_CLAMP_TO_EDGE:
|
|
return SamplerWrapMode::MirrorClampToEdge;
|
|
default:
|
|
return SamplerWrapMode::Unknown;
|
|
}
|
|
}
|
|
|
|
SamplerCompareMode ConvertGLEnumToSamplerCompareMode(GLenum v) {
|
|
switch (v) {
|
|
case 0:
|
|
return SamplerCompareMode::None; // no compare
|
|
case GL_COMPARE_REF_TO_TEXTURE:
|
|
return SamplerCompareMode::CompareToTexture;
|
|
default:
|
|
return SamplerCompareMode::Unknown;
|
|
}
|
|
}
|
|
|
|
SamplerCompareFunc ConvertGLEnumToSamplerCompareFunc(GLenum v) {
|
|
switch (v) {
|
|
case GL_NEVER:
|
|
return SamplerCompareFunc::Never;
|
|
case GL_LESS:
|
|
return SamplerCompareFunc::Less;
|
|
case GL_EQUAL:
|
|
return SamplerCompareFunc::Equal;
|
|
case GL_LEQUAL:
|
|
return SamplerCompareFunc::LessEqual;
|
|
case GL_GREATER:
|
|
return SamplerCompareFunc::Greater;
|
|
case GL_NOTEQUAL:
|
|
return SamplerCompareFunc::NotEqual;
|
|
case GL_GEQUAL:
|
|
return SamplerCompareFunc::GreaterEqual;
|
|
case GL_ALWAYS:
|
|
return SamplerCompareFunc::Always;
|
|
default:
|
|
return SamplerCompareFunc::Unknown;
|
|
}
|
|
}
|
|
|
|
TextureSwizzleParam ConvertGLEnumToTextureSwizzleParam(GLenum v) {
|
|
switch (v) {
|
|
case GL_RED:
|
|
return TextureSwizzleParam::Red;
|
|
case GL_GREEN:
|
|
return TextureSwizzleParam::Green;
|
|
case GL_BLUE:
|
|
return TextureSwizzleParam::Blue;
|
|
case GL_ALPHA:
|
|
return TextureSwizzleParam::Alpha;
|
|
case GL_ZERO:
|
|
return TextureSwizzleParam::Zero;
|
|
case GL_ONE:
|
|
return TextureSwizzleParam::One;
|
|
default:
|
|
return TextureSwizzleParam::Unknown;
|
|
}
|
|
}
|
|
|
|
TextureSwizzleParam ConvertGLEnumPnameToTextureSwizzleParam(GLenum v) {
|
|
switch (v) {
|
|
case GL_TEXTURE_SWIZZLE_R:
|
|
return TextureSwizzleParam::Red;
|
|
case GL_TEXTURE_SWIZZLE_G:
|
|
return TextureSwizzleParam::Green;
|
|
case GL_TEXTURE_SWIZZLE_B:
|
|
return TextureSwizzleParam::Blue;
|
|
case GL_TEXTURE_SWIZZLE_A:
|
|
return TextureSwizzleParam::Alpha;
|
|
default:
|
|
return TextureSwizzleParam::Unknown;
|
|
}
|
|
}
|
|
} // namespace MG_Util
|
|
} // namespace MobileGL
|