mirror of https://github.com/PCSX2/pcsx2.git
GS/OpenGL: Use CreateRenderTarget() for temp HDR target
Probably won't change much, except maybe with sparse textures, where it'll use less video memory.
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@ -1381,7 +1381,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if (m_ps_sel.hdr)
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if (m_ps_sel.hdr)
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{
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{
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hdr_rt = dev->CreateTexture(rtsize.x, rtsize.y, GL_RGBA32F);
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hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, GL_RGBA32F);
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dev->OMSetRenderTargets(hdr_rt, ds, &scissor);
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dev->OMSetRenderTargets(hdr_rt, ds, &scissor);
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// save blend state, since BlitRect destroys it
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// save blend state, since BlitRect destroys it
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