Attempt to fix Symbian compilation.
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1 changed files with 4 additions and 1 deletions
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@ -1127,6 +1127,7 @@ void TextureCache::SetTexture(bool force) {
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
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GLenum dstFmt = GetDestFormat(format, gstate.getClutPaletteFormat());
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#if defined(MAY_HAVE_GLES3)
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if (gl_extensions.GLES3 && maxLevel > 0) {
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// glTexStorage2D requires the use of sized formats.
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GLenum storageFmt = GL_RGBA8;
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@ -1139,10 +1140,12 @@ void TextureCache::SetTexture(bool force) {
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ERROR_LOG(G3D, "Unknown dstfmt %i", (int)dstFmt);
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break;
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}
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// TODO: This may cause bugs, since it hard-sets the texture w/h, and we might try to reuse it later with a different size.
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glTexStorage2D(GL_TEXTURE_2D, maxLevel + 1, storageFmt, w, h);
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// Make sure we don't use glTexImage2D after glTexStorage2D.
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replaceImages = true;
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}
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#endif
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// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
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// don't specify mips all the way down. As a result, we either need to manually generate
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@ -1166,7 +1169,7 @@ void TextureCache::SetTexture(bool force) {
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#ifndef USING_GLES2
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0);
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#else
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#elif defined(MAY_HAVE_GLES3)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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#endif
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}
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