From 614d058db14f4a282e27a8c21402f45cfaa5be88 Mon Sep 17 00:00:00 2001 From: degasus Date: Mon, 19 May 2014 22:35:53 +0200 Subject: 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. --- Source/Core/VideoBackends/OGL/TextureCache.cpp | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp') diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index 4199604cd0..0cea0d556a 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -175,10 +175,7 @@ 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; } -- cgit v1.2.3