Fix creating fake color/depth and output textures in case of GLES.

This commit is contained in:
Janos Pantos authored and baldurk committed 2017-03-09 19:13:22 +00:00
1 parent 46a12525ef
commit e6686df74b
2 files changed
+5 -4

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+2 -2
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@@ -891,7 +891,7 @@ void WrappedOpenGL::Initialise(GLInitParams &params)
else
{
gl.glTextureImage2DEXT(m_FakeBB_Color, target, 0, colfmt, params.width, params.height, 0,
eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
GetBaseFormat(colfmt), GetDataType(colfmt), NULL);
gl.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, 0);
gl.glTexParameteri(target, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(target, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
@@ -950,7 +950,7 @@ void WrappedOpenGL::Initialise(GLInitParams &params)
{
gl.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, 0);
gl.glTextureImage2DEXT(m_FakeBB_DepthStencil, target, 0, depthfmt, params.width,
params.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_BYTE, NULL);
params.height, 0, GetBaseFormat(depthfmt), GetDataType(depthfmt), NULL);
}
if(stencil)
+3 -2
View File
@@ -208,7 +208,7 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
gl.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
gl.glTextureImage2DEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, 0, eGL_SRGB8, outwin.width,
outwin.height, 0, eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
outwin.height, 0, eGL_RGB, eGL_UNSIGNED_BYTE, NULL);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
@@ -222,7 +222,8 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
gl.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.depthstencil);
gl.glTextureImage2DEXT(outwin.BlitData.depthstencil, eGL_TEXTURE_2D, 0, eGL_DEPTH_COMPONENT24,
outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_FLOAT, NULL);
outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_INT,
NULL);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);