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OpenGL: Support B2T and T2T copies with BC formats
This patch implements the creation, buffer-to-texture copies and texture-to-texture copies with BC formats on OpenGL backend. Note that OpenGL SPEC also has the same issue about texture-to-texture copies with compressed textures as Vulkan SPEC, so we have to skip the related case. The texture-to-buffer copies with BC formats and related end2end tests will be supported in the following patches. BUG=dawn:42 TEST=dawn_end2end_tests Change-Id: I76b16862259cb2df77f202ed7ed433d41aa3cd47 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10220 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@@ -187,6 +187,11 @@ namespace dawn_native { namespace opengl {
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GLint baseArrayLayer,
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uint32_t layerCount) {
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const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
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// TODO(jiawei.shao@intel.com): initialize the textures with compressed formats.
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if (GetFormat().isCompressed) {
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return;
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}
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if (GetFormat().HasDepthOrStencil()) {
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bool doDepthClear = GetFormat().HasDepth();
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bool doStencilClear = GetFormat().HasStencil();
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