Don't query sampler params from MSAA textures

This commit is contained in:
baldurk
2018-08-01 17:29:38 +01:00
parent 602b5db72b
commit 05a9318dc9
+2 -1
View File
@@ -1212,7 +1212,8 @@ void GLReplay::SavePipelineState()
pipe.samplers[unit].resourceId = rm->GetOriginalID(rm->GetID(SamplerRes(ctx, samp)));
if(target != eGL_TEXTURE_BUFFER)
if(target != eGL_TEXTURE_BUFFER && target != eGL_TEXTURE_2D_MULTISAMPLE &&
target != eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
if(samp != 0)
drv.glGetSamplerParameterfv(samp, eGL_TEXTURE_BORDER_COLOR,