rasterizer_cache: Compute width and height only when used

Solves the compiler warning
This commit is contained in:
emufan4568 2022-08-20 12:19:00 +03:00
parent 6a7d601e42
commit cb0816c987

View file

@ -18,7 +18,6 @@
#include <glad/glad.h> #include <glad/glad.h>
#include "common/alignment.h" #include "common/alignment.h"
#include "common/bit_field.h" #include "common/bit_field.h"
#include "common/color.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/math_util.h" #include "common/math_util.h"
#include "common/microprofile.h" #include "common/microprofile.h"
@ -27,7 +26,6 @@
#include "common/vector_math.h" #include "common/vector_math.h"
#include "core/core.h" #include "core/core.h"
#include "core/custom_tex_cache.h" #include "core/custom_tex_cache.h"
#include "core/frontend/emu_window.h"
#include "core/hle/kernel/process.h" #include "core/hle/kernel/process.h"
#include "core/settings.h" #include "core/settings.h"
#include "video_core/pica_state.h" #include "video_core/pica_state.h"
@ -1117,18 +1115,19 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
state.Apply(); state.Apply();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_level); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_level);
u32 width;
u32 height;
if (surface->is_custom) {
width = surface->custom_tex_info.width;
height = surface->custom_tex_info.height;
} else {
width = surface->GetScaledWidth();
height = surface->GetScaledHeight();
}
// If we are using ARB_texture_storage then we've already allocated all of the mipmap // If we are using ARB_texture_storage then we've already allocated all of the mipmap
// levels // levels
if (!GL_ARB_texture_storage) { if (!GL_ARB_texture_storage) {
u32 width, height;
if (surface->is_custom) {
width = surface->custom_tex_info.width;
height = surface->custom_tex_info.height;
} else {
width = surface->GetScaledWidth();
height = surface->GetScaledHeight();
}
for (u32 level = surface->max_level + 1; level <= max_level; ++level) { for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level, glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
height >> level, 0, format_tuple.format, format_tuple.type, height >> level, 0, format_tuple.format, format_tuple.type,