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DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P DX11: Enable use of dynamic textures wherever possible. DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -199,7 +199,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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//glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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@ -210,7 +210,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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if (bHaveMipMaps && 0 == level)
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if (bHaveMipMaps && autogen_mips)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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