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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-01-26 17:11:49 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-01-26 21:44:08 -0300 |
commit | d17dfa610418e2057e65b2fd3ab28a46249f4b83 (patch) | |
tree | 9d6e927970f1ee4d8a49a9932f5d439b3fb61d38 /src/common/zstd_compression.cpp | |
parent | 05df4a8c9452269a340fdd8490eeb064696ccb10 (diff) |
gl_texture_cache: Properly implement depth/stencil sampling
This addresses the long standing issue of compatibility vs. core
profiles on OpenGL, properly implementing depth vs. stencil sampling
depending on the texture swizzle.
Diffstat (limited to 'src/common/zstd_compression.cpp')
0 files changed, 0 insertions, 0 deletions