gl_rasterizer: Use ARB_texture_storage.

It allows us to use texture views and it reduces the overhead within the GPU driver.

But it disallows us to reallocate the texture, but we don't do so anyways.

In the end, it is the new way to allocate textures, so there is no need to use the old way.
This commit is contained in:
Markus Wick 2018-09-11 21:59:40 +02:00
parent 48fc06336c
commit bdcf568acf
3 changed files with 12 additions and 11 deletions

View file

@ -94,6 +94,8 @@ bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
if (!GLAD_GL_ARB_base_instance)
unsupported_ext.push_back("ARB_base_instance");
if (!GLAD_GL_ARB_texture_storage)
unsupported_ext.push_back("ARB_texture_storage");
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc)