From 35373c5185d586602a44c51544f85fb6acde10f1 Mon Sep 17 00:00:00 2001 From: degasus Date: Sun, 1 Mar 2015 13:04:48 +0100 Subject: 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. --- Source/Core/VideoCommon/VertexManagerBase.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp') 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 { -- cgit v1.2.3