#include <cstddef>
#include "flags.h"
+#include "v210_converter.h"
using namespace std;
userdata[i].last_is_connected = false;
for (unsigned field = 0; field < 2; ++field) {
if (global_flags.ten_bit_input) {
+ const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
+
glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]);
check_error();
// Don't care about texture parameters, we're only going to read it
// from the compute shader anyway.
if (field == 0) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
check_error();
}