openglrenderer: use effective texture size rather than virtual size

Oof, this was an oopsie. This appears to fix the issues on AMD and some Intel
GPUs (the most prominent issues at least).
This commit is contained in:
itsmattkc
2021-04-18 00:19:19 +10:00
parent 77d4b18a60
commit 0cd40028d9
+2 -2
View File
@@ -327,8 +327,8 @@ void OpenGLRenderer::DownloadFromTexture(Texture* texture, void *data, int lines
PRINT_GL_ERRORS;
functions_->glReadPixels(0,
0,
p.width(),
p.height(),
p.effective_width(),
p.effective_height(),
(QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES) ? GL_RGBA : GetPixelFormat(p.channel_count()),
GetPixelType(p.format()),
data);