TextureCache: load all mipmap levels from custom textures

This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
This commit is contained in:
degasus
2015-03-01 13:04:48 +01:00
parent 8c46bd2d1d
commit 35373c5185
12 changed files with 44 additions and 34 deletions

View File

@ -134,7 +134,7 @@ void PixelShaderManager::SetDestAlpha()
dirty = true;
}
void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height)
{
// TODO: move this check out to callee. There we could just call this function on texture changes
// or better, use textureSize() in glsl