void TextureImage(glw::GLint internalformat);
template <glw::GLuint D>
+ void CompressedTexImage(glw::GLint internalformat);
+
+ template <glw::GLuint D>
bool CompressedTextureSubImage(glw::GLint internalformat);
template <glw::GLuint D>
template <glw::GLuint D>
void PrepareStorage(glw::GLenum internalformat);
- bool CheckData(glw::GLenum target, glw::GLenum internalformat);
+ template <glw::GLuint D>
+ bool CheckData(glw::GLenum internalformat);
void CleanAll();
std::string DataToString(glw::GLuint count, const glw::GLubyte data[]);
/* Private member variables. */
glw::GLuint m_to;
glw::GLuint m_to_aux;
+ glw::GLubyte* m_compressed_texture_data;
glw::GLubyte* m_reference;
glw::GLubyte* m_result;
glw::GLuint m_reference_size;
static const glw::GLuint s_texture_width;
static const glw::GLuint s_texture_height;
static const glw::GLuint s_texture_depth;
+ static const glw::GLuint s_block_count;
+ static const glw::GLuint s_block_2d_size_x;
+ static const glw::GLuint s_block_2d_size_y;
+ static const glw::GLuint s_block_3d_size;
};
/* CompressedSubImageTest class */