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OGL: Fix texture_type checks in CreateTexture
The FrameBufferManager::CreateTexture (from the OpenGL backend) method introduced by commit 69cedf41
incorrectly compares the texture variable (which contains a name provided by glGenTextures) against GL_TEXTURE_2D_MULTISAMPLE_ARRAY and GL_TEXTURE_2D_MULTISAMPLE.
It should instead use the texture_type variable for this (as done in the first branch of the if).
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@ -63,7 +63,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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glTexImage3D(texture_type, 0, internal_format, m_targetWidth, m_targetHeight, m_EFBLayers, 0,
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pixel_format, data_type, nullptr);
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}
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else if (texture == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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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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glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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@ -72,7 +72,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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glTexImage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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}
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else if (texture == GL_TEXTURE_2D_MULTISAMPLE)
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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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glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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