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renderdoc/renderdoc
baldurk df575a17b4 Ensure all texture parameter set & get happens with active texture 0
* It's unclear exactly what happens when a different active texture is set, the
  spec seems to suggest that the active texture unit is ignored for most queries
  that aren't about texture-slot bindings but then it doesn't say explicitly
  whether that means glBindTexture() with a non-zero active slot will then bind
  the texture for querying or not.
* For safety and simplicity we always work on texture unit 0. On replay this is
  most simply accomplished by pushing and popping the active slot at the same
  time that we push and pop the binding for our EXT_direct_state_access
  emulation.
* For the couple of cases that happen during capture when we might not be
  emulating EXT_direct_state_access, we push and pop by hand.
2020-06-15 15:44:09 +01:00
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