TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs.

This commit is contained in:
NeoBrainX
2013-02-18 17:14:56 +01:00
parent d0ea94a2aa
commit 19ab5bf50d
6 changed files with 13 additions and 3 deletions

View File

@ -157,6 +157,7 @@ struct VideoConfig
std::vector<std::string> PPShaders; // post-processing shaders
bool bUseRGBATextures; // used for D3D11 in TextureCache
bool bUseMinimalMipCount;
bool bSupports3DVision;
bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
bool bSupportsFormatReinterpretation;