mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-10-09 05:41:31 +00:00
Don't call GetBaseFormat on compressed texture format
This commit is contained in:
1 file changed
+2
-1
@@ -971,7 +971,8 @@ bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uin
|
||||
{
|
||||
auto &texDetails = m_pDriver->m_Textures[texid];
|
||||
|
||||
if(GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_STENCIL)
|
||||
if(!IsCompressedFormat(texDetails.internalFormat) &&
|
||||
GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_STENCIL)
|
||||
{
|
||||
// for depth/stencil we need to run the code twice - once to fetch depth and once to fetch
|
||||
// stencil - since we can't process float depth and int stencil at the same time
|
||||
|
||||
Reference in new issue
Block a user