TexCache: don't load tex level 0 on creation

This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
This commit is contained in:
degasus
2014-05-19 22:35:53 +02:00
parent 8bdbe37c91
commit 614d058db1
3 changed files with 5 additions and 19 deletions

View File

@ -175,10 +175,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
glBindTexture(GL_TEXTURE_2D_ARRAY, entry.texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
entry.Load(width, height, expanded_width, 0);
// This isn't needed as Load() also reset the stage in the end
//TextureCache::SetStage();
TextureCache::SetStage();
return &entry;
}