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GLES: Avoid resizing tessellation data textures #16078

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merged 1 commit into from
Sep 22, 2022

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unknownbrackets
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Just recreate when it needs to be larger. Fixes Test Drive Unlimited issues noted in #16069.

In theory, these were all init steps, and since size_u and size_v could vary, at least that part was wrong. That said, I think it's better to just create a new texture each time. When stepping in the GE debugger, it drew correctly, only because each one flushed.

-[Unknown]

Just recreate when it needs to be larger.  Fixes Test Drive Unlimited
issues noted in hrydgard#16069.
@unknownbrackets unknownbrackets added this to the v1.14.0 milestone Sep 22, 2022
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Yeah, this is the way to go, nice find.

I really dislike these textures in general though, but since vertex shader storage buffer access is not available in GLES, we don't have much choice, unless we rip out hw tessellation in GLES.

@hrydgard hrydgard merged commit 158bca7 into hrydgard:master Sep 22, 2022
@unknownbrackets unknownbrackets deleted the gles-hwtess branch September 22, 2022 07:16
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