Populate glInternalFormat when creating OpenGL texture as externally managed #171
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Summary:
If creating
TextureBuffer
viacreateTextureBufferExternal
, theglInternalFormat_
wasn't correctly populated (remaining at 0), violating the internal consistency of the corresponding Texture object.When tried to be used later by a client with OpenGL ES backend, this would assert in
getGLInternalTextureFormat
because of that.This diff correspondingly makes sure that if we use
createTextureBufferExternal
thenglInternalFormat_
is set to whatever value corresponds to that externally managed texture.Differential Revision: D61905498