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 committed 2017-04-01 12:31:41 +10:00
1 parent c8cbbd831d
commit a8876a29fe
4 files changed
+38 -16

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@@ -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