Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""
This reverts commit 9ef1ca4141
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8cc271516d
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@ -91,7 +91,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(m_textureType, m_efbDepth);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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@ -111,7 +111,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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@ -125,7 +125,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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@ -146,7 +146,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(resolvedType, m_resolvedDepthTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer);
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