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Don't load level 0 twice for 1-level textures in DX11.
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jordan-woyak committed Feb 20, 2013
1 parent 718a1b5 commit 294cb16
Showing 1 changed file with 2 additions and 7 deletions.
9 changes: 2 additions & 7 deletions Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
Expand Up @@ -70,24 +70,19 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
{
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
D3D11_SUBRESOURCE_DATA srdata, *data = NULL;

// This is just an optimization apparently?
if (tex_levels == 1)
{
usage = D3D11_USAGE_DYNAMIC;
cpu_access = D3D11_CPU_ACCESS_WRITE;

srdata.pSysMem = TextureCache::temp;
srdata.SysMemPitch = 4 * expanded_width;

data = &srdata;
}

const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);

ID3D11Texture2D *pTexture;
const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");

TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
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