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/libGLESv2.cpp b/src/libGLESv2/libGLESv2.cpp
index bf8dc17..e85fe64 100644
--- a/src/libGLESv2/libGLESv2.cpp
+++ b/src/libGLESv2/libGLESv2.cpp
@@ -2211,7 +2211,7 @@
return gl::error(GL_INVALID_OPERATION);
}
- GLint internalFormat = texture->getBaseLevelInternalFormat();
+ GLenum internalFormat = texture->getBaseLevelInternalFormat();
// Internally, all texture formats are sized so checking if the format
// is color renderable and filterable will not fail.
@@ -4604,8 +4604,7 @@
if (context)
{
- GLint currentInternalFormat;
- GLenum currentFormat, currentType;
+ GLenum currentInternalFormat, currentFormat, currentType;
// Failure in getCurrentReadFormatType indicates that no color attachment is currently bound,
// and attempting to read back if that's the case is an error. The error will be registered
@@ -4648,8 +4647,7 @@
if (context)
{
- GLint currentInternalFormat;
- GLenum currentFormat, currentType;
+ GLenum currentInternalFormat, currentFormat, currentType;
// Failure in getCurrentReadFormatType indicates that no color attachment is currently bound,
// and attempting to read back if that's the case is an error. The error will be registered