Apply mipmap to width, height, depth for glTextureView replay

Closes #3279
This commit is contained in:
Jake Turner
2024-03-25 15:40:42 +00:00
parent 9f3d1eab2d
commit a82241c706
@@ -725,11 +725,11 @@ bool WrappedOpenGL::Serialise_glTextureView(SerialiserType &ser, GLuint textureH
m_Textures[liveTexId].curType = TextureTarget(target);
m_Textures[liveTexId].internalFormat = internalformat;
m_Textures[liveTexId].view = true;
m_Textures[liveTexId].width = m_Textures[liveOrigId].width;
m_Textures[liveTexId].height = m_Textures[liveOrigId].height;
m_Textures[liveTexId].width = RDCMAX(1U, m_Textures[liveOrigId].width >> minlevel);
m_Textures[liveTexId].height = RDCMAX(1U, m_Textures[liveOrigId].height >> minlevel);
m_Textures[liveTexId].depth = numlayers;
if(target == eGL_TEXTURE_3D)
m_Textures[liveTexId].depth = m_Textures[liveOrigId].depth;
m_Textures[liveTexId].depth = RDCMAX(m_Textures[liveOrigId].depth >> minlevel);
m_Textures[liveTexId].mipsValid = (1 << numlevels) - 1;
m_Textures[liveTexId].emulated = emulated;