[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE

This commit is contained in:
Anthony Serna 2016-05-29 23:48:21 -05:00
parent ad0ef70314
commit 0e5852f634

View File

@ -52,7 +52,7 @@ void VideoConfig::UpdateProjectionHack()
}
static int OSDInternalW, OSDInternalH;
static int s_max_texture_size;
static int s_max_texture_size = 0;
namespace OGL
{
@ -711,9 +711,6 @@ void Renderer::Init()
s_raster_font = std::make_unique<RasterFont>();
OpenGL_CreateAttributelessVAO();
// Cache this, because if you do this multiple times a frame, it shows up really high on a profile.
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s_max_texture_size);
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
@ -1702,6 +1699,10 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
int Renderer::GetMaxTextureSize()
{
// Right now nvidia seems to do something very weird if we try to cache GL_MAX_TEXTURE_SIZE in init. This is a workaround that lets
// us keep the perf improvement that caching it gives us.
if (s_max_texture_size == 0)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s_max_texture_size);
return s_max_texture_size;
}