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path: root/Source/Core/VideoBackends/OGL/OGLTexture.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/OGLTexture.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/OGLTexture.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/Source/Core/VideoBackends/OGL/OGLTexture.cpp b/Source/Core/VideoBackends/OGL/OGLTexture.cpp
index 3d6c04926d..242e19888e 100644
--- a/Source/Core/VideoBackends/OGL/OGLTexture.cpp
+++ b/Source/Core/VideoBackends/OGL/OGLTexture.cpp
@@ -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);