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Populate glInternalFormat when creating OpenGL texture as externally managed #171

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rshest
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@rshest rshest commented Aug 28, 2024

Summary:
If creating TextureBuffer via createTextureBufferExternal, the glInternalFormat_ 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 then glInternalFormat_ is set to whatever value corresponds to that externally managed texture.

Differential Revision: D61905498

…managed

Summary:
If creating `TextureBuffer` via `createTextureBufferExternal`, the `glInternalFormat_` 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` then `glInternalFormat_` is set to whatever value corresponds to that externally managed texture.

Differential Revision: D61905498
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This pull request was exported from Phabricator. Differential Revision: D61905498

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This pull request has been merged in fa1618b.

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