Use GLenum instead of GLint to store internal format variables.
TRAC #23785
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 15bc10d..53becf2 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1737,8 +1737,7 @@
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
{
- GLint internalFormat;
- GLenum format, type;
+ GLenum internalFormat, format, type;
if (getCurrentReadFormatType(&internalFormat, &format, &type))
{
if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
@@ -2706,8 +2705,8 @@
return gl::error(GL_INVALID_OPERATION);
}
- GLint sizedInternalFormat = IsSizedInternalFormat(format, mClientVersion) ? format
- : GetSizedInternalFormat(format, type, mClientVersion);
+ GLenum sizedInternalFormat = IsSizedInternalFormat(format, mClientVersion) ? format
+ : GetSizedInternalFormat(format, type, mClientVersion);
GLsizei outputPitch = GetRowPitch(sizedInternalFormat, type, mClientVersion, width, getPackAlignment());
// sized query sanity check
@@ -2962,17 +2961,17 @@
return mRenderer->getMaxSupportedSamples();
}
-GLsizei Context::getMaxSupportedFormatSamples(GLint internalFormat) const
+GLsizei Context::getMaxSupportedFormatSamples(GLenum internalFormat) const
{
return mRenderer->getMaxSupportedFormatSamples(internalFormat);
}
-GLsizei Context::getNumSampleCounts(GLint internalFormat) const
+GLsizei Context::getNumSampleCounts(GLenum internalFormat) const
{
return mRenderer->getNumSampleCounts(internalFormat);
}
-void Context::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
+void Context::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
{
mRenderer->getSampleCounts(internalFormat, bufSize, params);
}
@@ -3138,7 +3137,7 @@
return mMaxTextureAnisotropy;
}
-bool Context::getCurrentReadFormatType(GLint *internalFormat, GLenum *format, GLenum *type)
+bool Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
{
Framebuffer *framebuffer = getReadFramebuffer();
if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)