- a bit of code cleanup related to supporting texture compression on Intel
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@ -27,11 +27,6 @@ using namespace Shared::Util;
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const uint64 MIN_BYTES_TO_COMPRESS = 12;
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#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
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static std::string getSupportCompressedTextureFormatString(int format) {
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std::string result = intToStr(format) + "[" + intToHex(format) + "]";
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switch(format) {
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@ -147,7 +142,7 @@ static std::string getSupportCompressedTextureFormatString(int format) {
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case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
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result = "GL_COMPRESSED_SLUMINANCE_ALPHA_EXT";
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break;
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*/
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case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
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result = "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT";
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break;
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@ -163,7 +158,6 @@ static std::string getSupportCompressedTextureFormatString(int format) {
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case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
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result = "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT";
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break;
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/*
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case GL_COMPRESSED_LUMINANCE_LATC1_EXT:
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result = "GL_COMPRESSED_LUMINANCE_LATC1_EXT";
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@ -301,11 +295,6 @@ GLint toCompressionFormatGl(GLint format) {
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//#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0
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//#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1
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#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
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switch(format) {
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case GL_LUMINANCE:
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case GL_LUMINANCE8:
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