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Don't use GetBaseFormat for compressed formats in GetTextureData
This commit is contained in:
committed by
Baldur Karlsson
parent
0d8e1feb16
commit
387ab74561
@@ -2330,6 +2330,8 @@ byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
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DebugData.outWidth = float(width);
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DebugData.outHeight = float(height);
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GLenum baseFormat = !IsCompressedFormat(intFormat) ? GetBaseFormat(intFormat) : eGL_RGBA;
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for(GLsizei d = 0; d < (newtarget == eGL_TEXTURE_3D ? depth : 1); d++)
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{
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TextureDisplay texDisplay;
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@@ -2366,8 +2368,7 @@ byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
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// for depth, ensure we only write to the red channel, don't write into 'stencil' in green
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// with depth data
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if(GetBaseFormat(intFormat) == eGL_DEPTH_COMPONENT ||
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GetBaseFormat(intFormat) == eGL_DEPTH_STENCIL)
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if(baseFormat == eGL_DEPTH_COMPONENT || baseFormat == eGL_DEPTH_STENCIL)
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{
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gl.glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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@@ -2378,7 +2379,7 @@ byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
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}
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// do one more time for the stencil
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if(GetBaseFormat(intFormat) == eGL_DEPTH_STENCIL)
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if(baseFormat == eGL_DEPTH_STENCIL)
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{
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TextureDisplay texDisplay;
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