Don't call GetBaseFormat on compressed texture format

This commit is contained in:
baldurk
2019-01-25 14:34:48 +00:00
parent 1d0a9926b7
commit 09c1c8efdb
+2 -1
View File
@@ -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