From 6d91c1b079b5eeb3c0c97b48e4365ed17e9cf7cf Mon Sep 17 00:00:00 2001 From: Stenzek Date: Sat, 5 Aug 2017 18:18:30 +1000 Subject: [PATCH] ProgramShaderCache: Call glTexImage3D after glTexParameter Was missed before merge. --- Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp index a4a0a8bf08..6e91717ed5 100644 --- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp +++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp @@ -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);