diff options
| author | Stenzek <stenzek@gmail.com> | 2017-08-05 18:18:30 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2017-08-05 18:18:30 +1000 |
| commit | 6d91c1b079b5eeb3c0c97b48e4365ed17e9cf7cf (patch) | |
| tree | 76aef151306c424c029d6c90c71a1a4d3eae4ed9 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | |
| parent | 3c5112bb21d2829c48622467c1993c3deb3e4412 (diff) | |
ProgramShaderCache: Call glTexImage3D after glTexParameter
Was missed before merge.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | 6 |
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); |
