GL: Delete code for GL_TEXTURE_RECTANGLE_ARB in case of non-pow2 textures - all modern GFX cards that can run Dolphin should support non-pow2 textures anyway. This removes some complexity and reduces the numbers of pixel shaders that need to be generated in some situations. Also fixes some texture mirroring problems. Let me know if this breaks things on ATI for some reason.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3833 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-07-18 11:26:58 +00:00
parent 3a14b31b81
commit 3ad0db6830
11 changed files with 79 additions and 211 deletions

View File

@ -198,7 +198,6 @@ void Flush()
}
}
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i)) {
@ -211,25 +210,14 @@ void Flush()
if (tentry) {
// texture loaded fine, set dims for pixel shader
if (tentry->isNonPow2) {
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
nonpow2tex |= 1 << i;
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
}
// if texture is power of two, set to ones (since don't need scaling)
// (the above seems to have changed - we set the width and height here too.
else
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
PixelShaderManager::SetTexturesUsed(nonpow2tex);
int numVertices = indexGen.GetNumVerts();
if (numVertices)