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	rasterizer_cache: Compute width and height only when used
Solves the compiler warning
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					 1 changed files with 10 additions and 11 deletions
				
			
		|  | @ -18,7 +18,6 @@ | |||
| #include <glad/glad.h> | ||||
| #include "common/alignment.h" | ||||
| #include "common/bit_field.h" | ||||
| #include "common/color.h" | ||||
| #include "common/logging/log.h" | ||||
| #include "common/math_util.h" | ||||
| #include "common/microprofile.h" | ||||
|  | @ -27,7 +26,6 @@ | |||
| #include "common/vector_math.h" | ||||
| #include "core/core.h" | ||||
| #include "core/custom_tex_cache.h" | ||||
| #include "core/frontend/emu_window.h" | ||||
| #include "core/hle/kernel/process.h" | ||||
| #include "core/settings.h" | ||||
| #include "video_core/pica_state.h" | ||||
|  | @ -1117,8 +1115,11 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf | |||
|             state.Apply(); | ||||
|             glActiveTexture(GL_TEXTURE0); | ||||
|             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_level); | ||||
|             u32 width; | ||||
|             u32 height; | ||||
| 
 | ||||
|             // If we are using ARB_texture_storage then we've already allocated all of the mipmap
 | ||||
|             // levels
 | ||||
|             if (!GL_ARB_texture_storage) { | ||||
|                 u32 width, height; | ||||
|                 if (surface->is_custom) { | ||||
|                     width = surface->custom_tex_info.width; | ||||
|                     height = surface->custom_tex_info.height; | ||||
|  | @ -1126,9 +1127,7 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf | |||
|                     width = surface->GetScaledWidth(); | ||||
|                     height = surface->GetScaledHeight(); | ||||
|                 } | ||||
|             // If we are using ARB_texture_storage then we've already allocated all of the mipmap
 | ||||
|             // levels
 | ||||
|             if (!GL_ARB_texture_storage) { | ||||
| 
 | ||||
|                 for (u32 level = surface->max_level + 1; level <= max_level; ++level) { | ||||
|                     glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level, | ||||
|                                  height >> level, 0, format_tuple.format, format_tuple.type, | ||||
|  |  | |||
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