Refactor in preparation of adding OES_depth_texture

Rename existing depthTexture extension flag to depthTextureANGLE to
distinguish it from OES depth texture extension to be added.

Bug: angleproject:3103
Test: angle_end2end_tests --gtest_filter=DepthStencilFormatsTest.DepthTexture
Change-Id: I44c69a69b925a84f931518e0374e662893813061
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1575425
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/formatutils.cpp b/src/libANGLE/formatutils.cpp
index 2f20480..1401322 100644
--- a/src/libANGLE/formatutils.cpp
+++ b/src/libANGLE/formatutils.cpp
@@ -787,12 +787,12 @@
 
     // Depth stencil formats
     //                         | Internal format         |sized| D |S | X | Format            | Type                             | Component type        | Texture supported                                                | Filterable                                      | Texture attachment                                                                   | Renderbuffer                                                                         |
-    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT16,     true, 16, 0,  0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,                 GL_UNSIGNED_NORMALIZED, RequireES<1, 0>,                                                   RequireESOrExt<3, 0, &Extensions::depthTextures>, RequireES<1, 0>,                                                                        RequireES<1, 0>                                                                       );
-    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT24,     true, 24, 0,  0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,                   GL_UNSIGNED_NORMALIZED, RequireES<3, 0>,                                                   RequireESOrExt<3, 0, &Extensions::depthTextures>, RequireES<3, 0>,                                                                        RequireES<3, 0>                                                                       );
-    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32F,    true, 32, 0,  0, GL_DEPTH_COMPONENT, GL_FLOAT,                          GL_FLOAT,               RequireES<3, 0>,                                                   RequireESOrExt<3, 0, &Extensions::depthTextures>, RequireES<3, 0>,                                                                        RequireES<3, 0>                                                                       );
-    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32_OES, true, 32, 0,  0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,                   GL_UNSIGNED_NORMALIZED, RequireExtOrExt<&Extensions::depthTextures, &Extensions::depth32>, AlwaysSupported,                                  RequireExtOrExt<&Extensions::depthTextures, &Extensions::depth32>,                      RequireExtOrExt<&Extensions::depthTextures, &Extensions::depth32>                     );
-    AddDepthStencilFormat(&map, GL_DEPTH24_STENCIL8,      true, 24, 8,  0, GL_DEPTH_STENCIL,   GL_UNSIGNED_INT_24_8,              GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::depthTextures>,                  AlwaysSupported,                                  RequireESOrExtOrExt<3, 0, &Extensions::depthTextures, &Extensions::packedDepthStencil>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextures, &Extensions::packedDepthStencil>);
-    AddDepthStencilFormat(&map, GL_DEPTH32F_STENCIL8,     true, 32, 8, 24, GL_DEPTH_STENCIL,   GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_FLOAT,               RequireES<3, 0>,                                                   AlwaysSupported,                                  RequireES<3, 0>,                                                                        RequireES<3, 0>                                                                       );
+    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT16,     true, 16, 0,  0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,                 GL_UNSIGNED_NORMALIZED, RequireES<1, 0>,                                                   RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<1, 0>,                                                                   RequireES<1, 0>                                                                       );
+    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT24,     true, 24, 0,  0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,                   GL_UNSIGNED_NORMALIZED, RequireES<3, 0>,                                                   RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<3, 0>,                                                                   RequireES<3, 0>                                                                       );
+    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32F,    true, 32, 0,  0, GL_DEPTH_COMPONENT, GL_FLOAT,                          GL_FLOAT,               RequireES<3, 0>,                                                   RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<3, 0>,                                                                   RequireES<3, 0>                                                                       );
+    AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32_OES, true, 32, 0,  0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,                   GL_UNSIGNED_NORMALIZED, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depth32>, AlwaysSupported,                              RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depth32>,                 RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depth32>                 );
+    AddDepthStencilFormat(&map, GL_DEPTH24_STENCIL8,      true, 24, 8,  0, GL_DEPTH_STENCIL,   GL_UNSIGNED_INT_24_8,              GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>,              AlwaysSupported,                                  RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencil>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencil>);
+    AddDepthStencilFormat(&map, GL_DEPTH32F_STENCIL8,     true, 32, 8, 24, GL_DEPTH_STENCIL,   GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_FLOAT,               RequireES<3, 0>,                                                   AlwaysSupported,                                  RequireES<3, 0>,                                                                       RequireES<3, 0>                                                                       );
     // STENCIL_INDEX8 is special-cased, see around the bottom of the list.
 
     // Luminance alpha formats