Handle unsized DEPTH_STENCIL as a texture format

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baldurk committed 2018-10-01 15:30:39 +01:00
1 parent ab270f7ef2
commit a008a4825b
2 files changed
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@@ -1658,6 +1658,7 @@ void GLReplay::PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sl
// at the same time.
if(texDetails.internalFormat == eGL_DEPTH24_STENCIL8 ||
texDetails.internalFormat == eGL_DEPTH32F_STENCIL8 ||
texDetails.internalFormat == eGL_DEPTH_STENCIL ||
texDetails.internalFormat == eGL_STENCIL_INDEX8)
{
texDisplay.red = texDisplay.blue = texDisplay.alpha = false;
+1
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@@ -147,6 +147,7 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, int flags)
// fall through
case eGL_DEPTH24_STENCIL8:
case eGL_DEPTH32F_STENCIL8:
case eGL_DEPTH_STENCIL:
case eGL_STENCIL_INDEX8: rangeScale = 255.0f; break;
case eGL_STENCIL_INDEX16: rangeScale = 65535.0f; break;
}