ProgramShaderCache: Call glTexImage3D after glTexParameter

Was missed before merge.
This commit is contained in:
Stenzek 2017-08-05 18:18:30 +10:00
parent 3c5112bb21
commit 6d91c1b079

View file

@ -1179,15 +1179,15 @@ void ProgramShaderCache::CreatePrerenderArrays(SharedContextData* data)
// This is because in EGL, and potentially GLX, we have a surfaceless context.
glGenTextures(1, &data->prerender_FBO_tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_tex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glGenTextures(1, &data->prerender_FBO_depth);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_depth);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, nullptr);
glGenFramebuffers(1, &data->prerender_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, data->prerender_FBO);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, data->prerender_FBO_tex, 0, 0);