From be810eb75038bce43054d9a4443d59c5ddf0be83 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Wed, 6 May 2015 21:42:23 +0200 Subject: [PATCH] OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format. --- Source/Core/VideoBackends/OGL/FramebufferManager.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index 13e2dc738b..3eea0dcd36 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -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);