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.
This commit is contained in:
Stenzek
2016-11-27 18:14:53 +10:00
parent c8cbbd831d
commit a8876a29fe
4 changed files with 38 additions and 16 deletions

View File

@ -65,7 +65,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
}
else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
if (g_ogl_config.bSupports3DTextureStorage)
if (g_ogl_config.bSupports3DTextureStorageMultisample)
glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
m_targetHeight, m_EFBLayers, false);
else
@ -74,7 +74,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
}
else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE)
{
if (g_ogl_config.bSupports2DTextureStorage)
if (g_ogl_config.bSupports2DTextureStorageMultisample)
glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
m_targetHeight, false);
else