OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.
This commit is contained in:
parent
4b2e04b862
commit
be810eb750
|
@ -89,7 +89,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
|||
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
|
||||
glBindTexture(m_textureType, m_efbColorSwap);
|
||||
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
@ -111,7 +111,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
|||
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
|
||||
|
||||
glBindTexture(m_textureType, m_efbDepth);
|
||||
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
|
||||
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, false);
|
||||
|
||||
glBindTexture(m_textureType, m_efbColorSwap);
|
||||
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
|
||||
|
@ -125,7 +125,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
|||
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
|
||||
|
||||
glBindTexture(m_textureType, m_efbDepth);
|
||||
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
|
||||
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, false);
|
||||
|
||||
glBindTexture(m_textureType, m_efbColorSwap);
|
||||
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
|
||||
|
@ -150,7 +150,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
|||
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
|
||||
// Bind resolved textures to resolved framebuffer.
|
||||
glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer);
|
||||
|
|
Loading…
Reference in New Issue