GL/Texture: Use texture storage where available
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@ -36,10 +36,16 @@ bool Texture::Create(u32 width, u32 height, u32 samples, GLenum internal_format,
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if (samples > 1)
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{
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if (GLAD_GL_ARB_texture_storage || GLAD_GL_ES_VERSION_3_1)
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glTexStorage2DMultisample(target, samples, internal_format, width, height, GL_FALSE);
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else
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glTexImage2DMultisample(target, samples, internal_format, width, height, GL_FALSE);
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}
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else
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{
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if (GLAD_GL_ARB_texture_storage || GLAD_GL_ES_VERSION_3_0)
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glTexStorage2D(target, 1, internal_format, width, height);
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else
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glTexImage2D(target, 0, internal_format, width, height, 0, format, type, data);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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