type == TextureFormat::FLOAT_UNSIGNED_INT_24_8_REV;
}
+bool hasStencilComponent (TextureFormat::ChannelOrder order)
+{
+ DE_STATIC_ASSERT(TextureFormat::CHANNELORDER_LAST == 18);
+
+ switch (order)
+ {
+ case TextureFormat::S:
+ case TextureFormat::DS:
+ return true;
+
+ default:
+ return false;
+ }
+}
+
+bool hasDepthComponent (TextureFormat::ChannelOrder order)
+{
+ DE_STATIC_ASSERT(TextureFormat::CHANNELORDER_LAST == 18);
+
+ switch (order)
+ {
+ case TextureFormat::D:
+ case TextureFormat::DS:
+ return true;
+
+ default:
+ return false;
+ }
+}
+
//! Get texture channel class for format
TextureChannelClass getTextureChannelClass (TextureFormat::ChannelType channelType)
{
ConstPixelBufferAccess flipYAccess (const ConstPixelBufferAccess& access);
bool isCombinedDepthStencilType (TextureFormat::ChannelType type);
+bool hasStencilComponent (TextureFormat::ChannelOrder order);
+bool hasDepthComponent (TextureFormat::ChannelOrder order);
// sRGB - linear conversion.
Vec4 sRGBToLinear (const Vec4& cs);