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Revert "OGL: Change the depth buffer type to GL_FLOAT."
This reverts commit 4b2e04b862
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@ -89,7 +89,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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@ -150,7 +150,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer);
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