Add TextureFormat::B8G8R8A8Unorm
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@ -1190,7 +1190,8 @@
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"values": [
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{"value": 0, "name": "r8 g8 b8 a8 unorm"},
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{"value": 1, "name": "r8 g8 b8 a8 uint"},
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{"value": 2, "name": "d32 float s8 uint"}
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{"value": 2, "name": "b8 g8 r8 a8 unorm"},
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{"value": 3, "name": "d32 float s8 uint"}
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]
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},
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"vertex format": {
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@ -23,6 +23,7 @@ namespace backend {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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case nxt::TextureFormat::R8G8B8A8Uint:
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return 4;
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case nxt::TextureFormat::D32FloatS8Uint:
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return 8;
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@ -35,6 +36,7 @@ namespace backend {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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case nxt::TextureFormat::R8G8B8A8Uint:
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return false;
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case nxt::TextureFormat::D32FloatS8Uint:
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return true;
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@ -47,6 +49,7 @@ namespace backend {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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case nxt::TextureFormat::R8G8B8A8Uint:
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return false;
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case nxt::TextureFormat::D32FloatS8Uint:
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return true;
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@ -59,6 +62,7 @@ namespace backend {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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case nxt::TextureFormat::R8G8B8A8Uint:
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return false;
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case nxt::TextureFormat::D32FloatS8Uint:
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return true;
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@ -83,6 +83,8 @@ namespace d3d12 {
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case nxt::TextureFormat::R8G8B8A8Uint:
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return DXGI_FORMAT_R8G8B8A8_UINT;
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case nxt::TextureFormat::D32FloatS8Uint:
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return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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default:
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@ -25,6 +25,8 @@ namespace metal {
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return MTLPixelFormatRGBA8Unorm;
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case nxt::TextureFormat::R8G8B8A8Uint:
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return MTLPixelFormatRGBA8Uint;
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return MTLPixelFormatBGRA8Unorm;
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case nxt::TextureFormat::D32FloatS8Uint:
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return MTLPixelFormatDepth32Float_Stencil8;
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}
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@ -39,6 +39,9 @@ namespace opengl {
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return {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE};
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case nxt::TextureFormat::R8G8B8A8Uint:
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return {GL_RGBA8UI, GL_RGBA, GL_UNSIGNED_INT};
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case nxt::TextureFormat::B8G8R8A8Unorm:
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// This doesn't have an enum for the internal format in OpenGL.
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return {GL_NONE, GL_BGRA, GL_UNSIGNED_BYTE};
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case nxt::TextureFormat::D32FloatS8Uint:
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return {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV};
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default:
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