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authordegasus <wickmarkus@web.de>2015-03-01 13:04:48 +0100
committerdegasus <wickmarkus@web.de>2015-03-02 00:09:09 +0100
commit35373c5185d586602a44c51544f85fb6acde10f1 (patch)
tree0c58693ca9355db8bbd1542fe5dc71cadf2d3e9e /Source/Core/VideoCommon/VertexManagerBase.cpp
parent8c46bd2d1df048d23479fc3e9e4aa8262cfb6c66 (diff)
TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 520654448f..0eebc05663 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -210,13 +210,12 @@ void VertexManager::Flush()
TextureCache::UnbindTextures();
for (unsigned int i : usedtextures)
{
- g_renderer->SetSamplerState(i & 3, i >> 2);
const TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i);
if (tentry)
{
- // 0s are probably for no manual wrapping needed.
- PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
+ g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
+ PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
}
else
{