When creating initial states for MSAA textures, don't copy to array

* On serialise we get an MSAA texture ready for apply, so we can skip this step.
This commit is contained in:
baldurk
2019-12-18 17:34:13 +00:00
parent 8bbc418f49
commit 7f6308b065
+4 -2
View File
@@ -892,8 +892,10 @@ void GLResourceManager::PrepareTextureInitialContents(ResourceId liveid, Resourc
(GLint *)&state.magFilter);
}
// if this is an MSAA texture we now need to unpack to an array, ready to serialise
if(ms)
// if this is an MSAA texture then during capture we now need to unpack to an array, ready to
// serialise. When replaying, we come in here for 'creating' initial states so we want to keep
// it as MSAA
if(ms && IsCaptureMode(m_State))
{
GLuint oldtex = 0;
GL.glGetIntegerv(eGL_TEXTURE_BINDING_2D_ARRAY, (GLint *)&oldtex);