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Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat
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@ -23,27 +23,27 @@ namespace
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std::array<u32, 8> s_Textures;
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u32 s_ActiveTexture;
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GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage)
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GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
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{
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switch (format)
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{
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case HostTextureFormat::DXT1:
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case AbstractTextureFormat::DXT1:
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return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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case HostTextureFormat::DXT3:
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case AbstractTextureFormat::DXT3:
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return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case HostTextureFormat::DXT5:
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case AbstractTextureFormat::DXT5:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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default:
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return storage ? GL_RGBA8 : GL_RGBA;
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}
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}
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GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
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GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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return GL_RGBA;
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// Compressed texture formats don't use this parameter.
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default:
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@ -51,11 +51,11 @@ GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
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}
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}
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GLenum GetGLTypeForTextureFormat(HostTextureFormat format)
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GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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return GL_UNSIGNED_BYTE;
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// Compressed texture formats don't use this parameter.
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default:
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@ -167,7 +167,7 @@ bool OGLTexture::Save(const std::string& filename, unsigned int level)
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(m_config.format == HostTextureFormat::RGBA8);
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_assert_(m_config.format == AbstractTextureFormat::RGBA8);
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, m_texId, m_config.width, m_config.height,
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level);
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