diff --git a/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp b/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp index 7f99c520dc..e05cbb1b32 100644 --- a/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp +++ b/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp @@ -61,22 +61,39 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { - if (PT.type != "sampler2D") + if (PT.type != "sampler1D" && + PT.type != "sampler2D" && + PT.type != "sampler3D" && + PT.type != "samplerCube") continue; - for (const ParamItem& PI : PT.items) - OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl; + for (const ParamItem& PI : PT.items) + { + std::string samplerType = PT.type; + int index = atoi(&PI.name.data()[3]); + + if (m_prog.unnormalized_coords & (1 << index)) + samplerType = "sampler2DRect"; + + OS << "uniform " << samplerType << " " << PI.name << ";" << std::endl; + } } OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer" << std::endl; OS << "{" << std::endl; + for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { - if (PT.type == "sampler2D") + if (PT.type == "sampler1D" || + PT.type == "sampler2D" || + PT.type == "sampler3D" || + PT.type == "samplerCube") continue; + for (const ParamItem& PI : PT.items) - OS << " " << PT.type << " " << PI.name << ";" << std::endl; + OS << " " << PT.type << " " << PI.name << ";" << std::endl; } + // A dummy value otherwise it's invalid to create an empty uniform buffer OS << " vec4 void_value;" << std::endl; OS << "};" << std::endl; @@ -136,9 +153,9 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS) { { /** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader - * but it writes depth in r1.z and not h2.z. - * Maybe there's a different flag for depth ? - */ + * but it writes depth in r1.z and not h2.z. + * Maybe there's a different flag for depth ? + */ //OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl; OS << " gl_FragDepth = r1.z;\n"; } diff --git a/rpcs3/Emu/RSX/GL/GLGSRender.cpp b/rpcs3/Emu/RSX/GL/GLGSRender.cpp index ce0c669c72..1f0783ebda 100644 --- a/rpcs3/Emu/RSX/GL/GLGSRender.cpp +++ b/rpcs3/Emu/RSX/GL/GLGSRender.cpp @@ -394,6 +394,12 @@ void GLGSRender::end() int location; if (m_program->uniforms.has_location("tex" + std::to_string(i), &location)) { + u32 target = GL_TEXTURE_2D; + if (textures[i].format() & CELL_GCM_TEXTURE_UN) + target = GL_TEXTURE_RECTANGLE; + + m_gl_textures[i].set_target(target); + __glcheck m_gl_textures[i].init(i, textures[i]); glProgramUniform1i(m_program->id(), location, i); } diff --git a/rpcs3/Emu/RSX/GL/rsx_gl_texture.cpp b/rpcs3/Emu/RSX/GL/rsx_gl_texture.cpp index 532231efa2..7b248c3a4c 100644 --- a/rpcs3/Emu/RSX/GL/rsx_gl_texture.cpp +++ b/rpcs3/Emu/RSX/GL/rsx_gl_texture.cpp @@ -204,7 +204,7 @@ namespace rsx { case CELL_GCM_TEXTURE_B8: // One 8-bit fixed-point number { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BLUE, GL_UNSIGNED_BYTE, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BLUE, GL_UNSIGNED_BYTE, texture_data); static const GLint swizzleMaskB8[] = { GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE }; glRemap = swizzleMaskB8; @@ -213,13 +213,13 @@ namespace rsx case CELL_GCM_TEXTURE_A1R5G5B5: { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data); break; } case CELL_GCM_TEXTURE_A4R4G4B4: { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4, texture_data); // We read it in as R4G4B4A4, so we need to remap each component. static const GLint swizzleMaskA4R4G4B4[] = { GL_BLUE, GL_ALPHA, GL_RED, GL_GREEN }; @@ -231,41 +231,41 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_R5G6B5 texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width(), tex.height(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture_data); + glTexImage2D(m_target, 0, GL_RGB, tex.width(), tex.height(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); break; } case CELL_GCM_TEXTURE_A8R8G8B8: { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data); break; } case CELL_GCM_TEXTURE_COMPRESSED_DXT1: // Compressed 4x4 pixels into 8 bytes { u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 8; - glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, tex.width(), tex.height(), 0, size, texture_data); + glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, tex.width(), tex.height(), 0, size, texture_data); break; } case CELL_GCM_TEXTURE_COMPRESSED_DXT23: // Compressed 4x4 pixels into 16 bytes { u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 16; - glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, tex.width(), tex.height(), 0, size, texture_data); + glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, tex.width(), tex.height(), 0, size, texture_data); } break; case CELL_GCM_TEXTURE_COMPRESSED_DXT45: // Compressed 4x4 pixels into 16 bytes { u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 16; - glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, tex.width(), tex.height(), 0, size, texture_data); + glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, tex.width(), tex.height(), 0, size, texture_data); break; } case CELL_GCM_TEXTURE_G8B8: { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_BYTE, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_BYTE, texture_data); static const GLint swizzleMaskG8B8[] = { GL_RED, GL_GREEN, GL_RED, GL_GREEN }; glRemap = swizzleMaskG8B8; @@ -274,31 +274,31 @@ namespace rsx case CELL_GCM_TEXTURE_R6G5B5: { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); break; } case CELL_GCM_TEXTURE_DEPTH24_D8: // 24-bit unsigned fixed-point number and 8 bits of garbage { - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, texture_data); + glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, texture_data); break; } case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: // 24-bit unsigned float and 8 bits of garbage { - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data); + glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT24, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data); break; } case CELL_GCM_TEXTURE_DEPTH16: // 16-bit unsigned fixed-point number { - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_SHORT, texture_data); + glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_SHORT, texture_data); break; } case CELL_GCM_TEXTURE_DEPTH16_FLOAT: // 16-bit unsigned float { - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data); + glTexImage2D(m_target, 0, GL_DEPTH_COMPONENT16, tex.width(), tex.height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, texture_data); break; } @@ -306,7 +306,7 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_X16 texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_UNSIGNED_SHORT, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_UNSIGNED_SHORT, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); static const GLint swizzleMaskX16[] = { GL_RED, GL_ONE, GL_RED, GL_ONE }; @@ -318,7 +318,7 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_Y16_X16 texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_SHORT, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_UNSIGNED_SHORT, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); static const GLint swizzleMaskX32_Y16_X16[] = { GL_GREEN, GL_RED, GL_GREEN, GL_RED }; @@ -330,7 +330,7 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_R5G6B5A1 texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); break; } @@ -339,7 +339,7 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_W16_Z16_Y16_X16_FLOAT texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_HALF_FLOAT, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_HALF_FLOAT, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); break; } @@ -348,14 +348,14 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_W32_Z32_Y32_X32_FLOAT texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_FLOAT, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_FLOAT, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); break; } case CELL_GCM_TEXTURE_X32_FLOAT: // One 32-bit floating-point number { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_FLOAT, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RED, GL_FLOAT, texture_data); static const GLint swizzleMaskX32_FLOAT[] = { GL_RED, GL_ONE, GL_ONE, GL_ONE }; glRemap = swizzleMaskX32_FLOAT; @@ -368,7 +368,7 @@ namespace rsx glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); // TODO: Texture swizzling - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, texture_data); static const GLint swizzleMaskX32_D1R5G5B5[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE }; glRemap = swizzleMaskX32_D1R5G5B5; @@ -379,7 +379,7 @@ namespace rsx case CELL_GCM_TEXTURE_D8R8G8B8: // 8 bits of garbage and three unsigned 8-bit fixed-point numbers { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, texture_data); static const GLint swizzleMaskX32_D8R8G8B8[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE }; glRemap = swizzleMaskX32_D8R8G8B8; @@ -391,7 +391,7 @@ namespace rsx { LOG_WARNING(RSX, "CELL_GCM_Y16_X16_FLOAT texture. Watch out for corruption due to swapped color channels!"); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_HALF_FLOAT, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RG, GL_HALF_FLOAT, texture_data); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); static const GLint swizzleMaskX32_Y16_X16_FLOAT[] = { GL_RED, GL_GREEN, GL_RED, GL_GREEN }; @@ -402,7 +402,7 @@ namespace rsx case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8: case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8: { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); + glTexImage2D(m_target, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); break; } @@ -413,8 +413,8 @@ namespace rsx } } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, tex.mipmap() - 1); - glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, tex.mipmap() > 1); + glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, tex.mipmap() - 1); + glTexParameteri(m_target, GL_GENERATE_MIPMAP, tex.mipmap() > 1); if (format != CELL_GCM_TEXTURE_B8 && format != CELL_GCM_TEXTURE_X16 && format != CELL_GCM_TEXTURE_X32_FLOAT) { @@ -423,43 +423,43 @@ namespace rsx u8 remap_g = (tex.remap() >> 4) & 0x3; u8 remap_b = (tex.remap() >> 6) & 0x3; - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]); } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[0]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[1]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[2]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[3]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_A, glRemap[0]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_R, glRemap[1]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_G, glRemap[2]); + glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_B, glRemap[3]); } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl_wrap(tex.wrap_s())); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl_wrap(tex.wrap_t())); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, gl_wrap(tex.wrap_r())); + glTexParameteri(m_target, GL_TEXTURE_WRAP_S, gl_wrap(tex.wrap_s())); + glTexParameteri(m_target, GL_TEXTURE_WRAP_T, gl_wrap(tex.wrap_t())); + glTexParameteri(m_target, GL_TEXTURE_WRAP_R, gl_wrap(tex.wrap_r())); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, gl_tex_zfunc[tex.zfunc()]); + glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, gl_tex_zfunc[tex.zfunc()]); glTexEnvi(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (GLint)tex.bias()); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, (tex.min_lod() >> 8)); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (tex.max_lod() >> 8)); + glTexParameteri(m_target, GL_TEXTURE_MIN_LOD, (tex.min_lod() >> 8)); + glTexParameteri(m_target, GL_TEXTURE_MAX_LOD, (tex.max_lod() >> 8)); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_tex_min_filter[tex.min_filter()]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_tex_mag_filter[tex.mag_filter()]); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso(tex.max_aniso())); + glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, gl_tex_min_filter[tex.min_filter()]); + glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, gl_tex_mag_filter[tex.mag_filter()]); + glTexParameterf(m_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso(tex.max_aniso())); } void texture::bind() { - glBindTexture(GL_TEXTURE_2D, m_id); + glBindTexture(m_target, m_id); } void texture::unbind() { - glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(m_target, 0); } void texture::remove() diff --git a/rpcs3/Emu/RSX/GL/rsx_gl_texture.h b/rpcs3/Emu/RSX/GL/rsx_gl_texture.h index 558c14eb62..b9167d6e71 100644 --- a/rpcs3/Emu/RSX/GL/rsx_gl_texture.h +++ b/rpcs3/Emu/RSX/GL/rsx_gl_texture.h @@ -1,3 +1,4 @@ +#include "OpenGL.h" namespace rsx { @@ -8,6 +9,7 @@ namespace rsx class texture { u32 m_id = 0; + u32 m_target = GL_TEXTURE_2D; public: void create(); @@ -53,6 +55,7 @@ namespace rsx void unbind(); void remove(); + void set_target(u32 target) { m_target = target; } u32 id() const; }; }