OGL: Fix incorrect usage of glGetTextureSubImage

Was causing issues with texture dumping on newer drivers.
This commit is contained in:
Stenzek 2017-12-10 15:31:14 +10:00
parent eb1ae38304
commit 5f5aca7870
1 changed files with 4 additions and 5 deletions

View File

@ -427,12 +427,10 @@ void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
} }
else else
{ {
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
if (g_ogl_config.bSupportsTextureSubImage) if (g_ogl_config.bSupportsTextureSubImage)
{ {
glGetTextureSubImage( glGetTextureSubImage(
GL_TEXTURE_2D_ARRAY, src_level, src_rect.left, src_rect.top, src_layer, gltex->GetRawTexIdentifier(), src_level, src_rect.left, src_rect.top, src_layer,
src_rect.GetWidth(), src_rect.GetHeight(), 1, src_rect.GetWidth(), src_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format), GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format),
static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset)); static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset));
@ -442,12 +440,13 @@ void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
// TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're // TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're
// copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating // copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating
// the framebuffer for GPU work in copying potentially redundant texels. // the framebuffer for GPU work in copying potentially redundant texels.
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format), glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), nullptr); GetGLTypeForTextureFormat(m_config.format), nullptr);
}
OGLTexture::SetStage(); OGLTexture::SetStage();
} }
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);