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authorAnthony <Helios747@users.noreply.github.com>2017-08-05 01:23:35 -0700
committerGitHub <noreply@github.com>2017-08-05 01:23:35 -0700
commit6077c7fc6981311fbe4b81c4d31e348b4ea17d17 (patch)
tree76aef151306c424c029d6c90c71a1a4d3eae4ed9 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parent3c5112bb21d2829c48622467c1993c3deb3e4412 (diff)
parent6d91c1b079b5eeb3c0c97b48e4365ed17e9cf7cf (diff)
Merge pull request #5885 from stenzek/gltexparameter
ProgramShaderCache: Call glTexImage3D after glTexParameter
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index a4a0a8bf08..6e91717ed5 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -1179,15 +1179,15 @@ void ProgramShaderCache::CreatePrerenderArrays(SharedContextData* data)
// This is because in EGL, and potentially GLX, we have a surfaceless context.
glGenTextures(1, &data->prerender_FBO_tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_tex);
- glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glGenTextures(1, &data->prerender_FBO_depth);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_depth);
- glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
- GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
+ GL_FLOAT, nullptr);
glGenFramebuffers(1, &data->prerender_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, data->prerender_FBO);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, data->prerender_FBO_tex, 0, 0);