Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat

This commit is contained in:
iwubcode
2017-06-12 12:37:28 -05:00
parent 2cdc93f4ab
commit e4896d39bd
14 changed files with 54 additions and 55 deletions

View File

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