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authordegasus <wickmarkus@web.de>2014-05-19 22:35:53 +0200
committerdegasus <wickmarkus@web.de>2015-01-10 12:21:33 +0100
commit614d058db14f4a282e27a8c21402f45cfaa5be88 (patch)
treefa4caafdbe12045491febc36db37d98e01a46d0d /Source/Core/VideoCommon/TextureCacheBase.cpp
parent8bdbe37c91b9c642ab2a3f4cbe265a9455870366 (diff)
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.
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index 143a26cbd1..a539f561a3 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -481,16 +481,14 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
}
- else
- {
- // load texture (CreateTexture also loads level 0)
- entry->Load(width, height, expandedWidth, 0);
- }
entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps, entry->num_layers);
entry->SetDimensions(nativeW, nativeH, width, height);
entry->hash = tex_hash;
+ // load texture
+ entry->Load(width, height, expandedWidth, 0);
+
if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture)
entry->type = TCET_EC_DYNAMIC;
else