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.
This commit is contained in:
Connor McLaughlin 2021-11-24 17:18:37 +10:00 committed by lightningterror
parent 01855fc66a
commit 1e198fbb83
1 changed files with 1 additions and 1 deletions

View File

@ -1381,7 +1381,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
if (m_ps_sel.hdr)
{
hdr_rt = dev->CreateTexture(rtsize.x, rtsize.y, GL_RGBA32F);
hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, GL_RGBA32F);
dev->OMSetRenderTargets(hdr_rt, ds, &scissor);
// save blend state, since BlitRect destroys it