Merge pull request #1501 from degasus/texture_creation

D3D: remove load texture on creation optimization
This commit is contained in:
Markus Wick
2015-01-11 01:01:18 +01:00
6 changed files with 12 additions and 30 deletions

View File

@ -108,8 +108,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, virtual_width, virtual_height, level);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
unsigned int height, unsigned int expanded_width,
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height,
unsigned int tex_levels, PC_TexFormat pcfmt)
{
int gl_format = 0,
@ -175,10 +174,7 @@ 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;
}