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Fix emulating luminance format during replay
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committed by
Baldur Karlsson
parent
5af1aa5cad
commit
6eac3dea9d
@@ -1345,8 +1345,13 @@ bool GLResourceManager::Serialise_InitialState(ResourceId resid, GLResource res)
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GLint immut = 0;
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if(textype != eGL_TEXTURE_BUFFER)
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{
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gl.glGetTextureParameterivEXT(live, textype, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
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GLenum dummy;
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EmulateLuminanceFormat(gl, live, textype, internalformat, dummy);
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}
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if(textype != eGL_TEXTURE_BUFFER && immut == 0)
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{
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GLsizei w = (GLsizei)width;
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@@ -1433,9 +1438,6 @@ bool GLResourceManager::Serialise_InitialState(ResourceId resid, GLResource res)
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gl.glBindTexture(textype, prevtex);
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}
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GLenum dummy;
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EmulateLuminanceFormat(gl, tex, textype, internalformat, dummy);
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// create texture of identical format/size to store initial contents
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if(textype == eGL_TEXTURE_BUFFER || details.view)
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{
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