When doing quad resolve on GL, bind image as layered

This commit is contained in:
baldurk
2018-10-31 13:55:04 +00:00
parent f549ee12f1
commit 71f85e5fd3
+1 -1
View File
@@ -1449,7 +1449,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
drv.glStencilMask(0);
drv.glViewport(0, 0, texDetails.width, texDetails.height);
drv.glBindImageTexture(0, quadtexs[2], 0, GL_FALSE, 0, eGL_READ_WRITE, eGL_R32UI);
drv.glBindImageTexture(0, quadtexs[2], 0, GL_TRUE, 0, eGL_READ_WRITE, eGL_R32UI);
GLuint emptyVAO = 0;
drv.glGenVertexArrays(1, &emptyVAO);