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