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

@ -51,8 +51,9 @@ struct VideoConfig
bool bSupportsCopySubImage;
u8 SupportedESPointSize;
ES_TEXBUF_TYPE SupportedESTextureBuffer;
bool bSupports2DTextureStorage;
bool bSupports3DTextureStorage;
bool bSupportsTextureStorage;
bool bSupports2DTextureStorageMultisample;
bool bSupports3DTextureStorageMultisample;
bool bSupportsEarlyFragmentTests;
bool bSupportsConservativeDepth;
bool bSupportsAniso;