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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWNNATIVE_OPENGL_GLFORMAT_H_
#define DAWNNATIVE_OPENGL_GLFORMAT_H_
#include "dawn_native/Format.h"
#include "dawn_native/opengl/opengl_platform.h"
namespace dawn_native { namespace opengl {
class Device;
struct GLFormat {
GLenum internalFormat = 0;
GLenum format = 0;
GLenum type = 0;
bool isSupportedOnBackend = false;
// OpenGL has different functions depending on the format component type, for example
// glClearBufferfv is only valid on formats with the Float ComponentType
enum ComponentType { Float, Int, Uint, DepthStencil };
ComponentType componentType;
};
using GLFormatTable = std::array<GLFormat, kKnownFormatCount>;
GLFormatTable BuildGLFormatTable();
}} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_GLFORMAT_H_