From a8876a29fe407693223626a09d89ce904712ab9e Mon Sep 17 00:00:00 2001 From: Stenzek Date: Sun, 27 Nov 2016 18:14:53 +1000 Subject: OGL: Use ARB_texture_storage to allocate TextureCache entries This ensures that they are complete textures by decoding time, as when using compute shaders we write directly to the destination texture. --- Source/Core/VideoBackends/OGL/FramebufferManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp') diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index 5fc1651285..59a8679fd0 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -65,7 +65,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo } else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { - if (g_ogl_config.bSupports3DTextureStorage) + if (g_ogl_config.bSupports3DTextureStorageMultisample) glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth, m_targetHeight, m_EFBLayers, false); else @@ -74,7 +74,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo } else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE) { - if (g_ogl_config.bSupports2DTextureStorage) + if (g_ogl_config.bSupports2DTextureStorageMultisample) glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth, m_targetHeight, false); else -- cgit v1.2.3