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* 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.