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OGL: Use ARB_texture_storage to allocate TextureCache entries
This ensures that they are complete textures by decoding time, as when using compute shaders we write directly to the destination texture.
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@ -65,7 +65,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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}
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else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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{
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if (g_ogl_config.bSupports3DTextureStorage)
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if (g_ogl_config.bSupports3DTextureStorageMultisample)
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glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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else
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@ -74,7 +74,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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}
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else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE)
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{
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if (g_ogl_config.bSupports2DTextureStorage)
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if (g_ogl_config.bSupports2DTextureStorageMultisample)
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glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, false);
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else
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