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Fix creating fake color/depth and output textures in case of GLES.
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@@ -891,7 +891,7 @@ void WrappedOpenGL::Initialise(GLInitParams ¶ms)
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else
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{
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gl.glTextureImage2DEXT(m_FakeBB_Color, target, 0, colfmt, params.width, params.height, 0,
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eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
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GetBaseFormat(colfmt), GetDataType(colfmt), NULL);
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gl.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, 0);
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gl.glTexParameteri(target, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
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gl.glTexParameteri(target, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
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@@ -950,7 +950,7 @@ void WrappedOpenGL::Initialise(GLInitParams ¶ms)
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{
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gl.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, 0);
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gl.glTextureImage2DEXT(m_FakeBB_DepthStencil, target, 0, depthfmt, params.width,
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params.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_BYTE, NULL);
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params.height, 0, GetBaseFormat(depthfmt), GetDataType(depthfmt), NULL);
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}
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if(stencil)
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@@ -208,7 +208,7 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
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gl.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
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gl.glTextureImage2DEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, 0, eGL_SRGB8, outwin.width,
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outwin.height, 0, eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
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outwin.height, 0, eGL_RGB, eGL_UNSIGNED_BYTE, NULL);
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gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
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gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
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gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
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@@ -222,7 +222,8 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
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gl.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.depthstencil);
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gl.glTextureImage2DEXT(outwin.BlitData.depthstencil, eGL_TEXTURE_2D, 0, eGL_DEPTH_COMPONENT24,
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outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_FLOAT, NULL);
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outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_INT,
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NULL);
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gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
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gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
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gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
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