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rasterizer_cache: Compute width and height only when used
Solves the compiler warning
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6a7d601e42
commit
cb0816c987
@ -18,7 +18,6 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/alignment.h"
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#include "common/alignment.h"
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#include "common/bit_field.h"
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#include "common/bit_field.h"
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#include "common/color.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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@ -27,7 +26,6 @@
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#include "common/vector_math.h"
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#include "common/vector_math.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/custom_tex_cache.h"
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#include "core/custom_tex_cache.h"
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#include "core/frontend/emu_window.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/process.h"
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#include "core/settings.h"
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#include "core/settings.h"
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#include "video_core/pica_state.h"
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#include "video_core/pica_state.h"
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@ -1117,8 +1115,11 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
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state.Apply();
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_level);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_level);
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u32 width;
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u32 height;
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// If we are using ARB_texture_storage then we've already allocated all of the mipmap
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// levels
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if (!GL_ARB_texture_storage) {
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u32 width, height;
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if (surface->is_custom) {
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if (surface->is_custom) {
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width = surface->custom_tex_info.width;
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width = surface->custom_tex_info.width;
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height = surface->custom_tex_info.height;
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height = surface->custom_tex_info.height;
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@ -1126,9 +1127,7 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
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width = surface->GetScaledWidth();
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width = surface->GetScaledWidth();
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height = surface->GetScaledHeight();
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height = surface->GetScaledHeight();
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}
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}
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// If we are using ARB_texture_storage then we've already allocated all of the mipmap
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// levels
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if (!GL_ARB_texture_storage) {
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for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
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for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
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glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
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glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
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height >> level, 0, format_tuple.format, format_tuple.type,
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height >> level, 0, format_tuple.format, format_tuple.type,
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