OPENGL: Move max texture size information to Context.
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b081fe63e8
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9844d89231
5 changed files with 16 additions and 29 deletions
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@ -221,8 +221,8 @@ OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
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// a context existing before, which means we don't know the maximum
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// supported texture size before this. Thus, we check whether the
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// requested game resolution is supported over here.
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|| ( _currentState.gameWidth > (uint)Texture::getMaximumTextureSize()
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|| _currentState.gameHeight > (uint)Texture::getMaximumTextureSize())) {
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|| ( _currentState.gameWidth > (uint)g_context._maxTextureSize
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|| _currentState.gameHeight > (uint)g_context._maxTextureSize)) {
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if (_transactionMode == kTransactionActive) {
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// Try to setup the old state in case its valid and is
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// actually different from the new one.
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@ -806,15 +806,15 @@ void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
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// possible and then scale it to the physical display size. This sounds
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// bad but actually all recent chips should support full HD resolution
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// anyway. Thus, it should not be a real issue for modern hardware.
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if ( overlayWidth > (uint)Texture::getMaximumTextureSize()
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|| overlayHeight > (uint)Texture::getMaximumTextureSize()) {
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if ( overlayWidth > (uint)g_context._maxTextureSize
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|| overlayHeight > (uint)g_context._maxTextureSize) {
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const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
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if (outputAspect > (frac_t)FRAC_ONE) {
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overlayWidth = Texture::getMaximumTextureSize();
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overlayWidth = g_context._maxTextureSize;
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overlayHeight = intToFrac(overlayWidth) / outputAspect;
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} else {
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overlayHeight = Texture::getMaximumTextureSize();
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overlayHeight = g_context._maxTextureSize;
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overlayWidth = fracToInt(overlayHeight * outputAspect);
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}
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}
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@ -899,9 +899,6 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
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// code and that requires the same alignment too.
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GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
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// Query information needed by textures.
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Texture::queryTextureInformation();
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#if !USE_FORCED_GLES
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if (!_shader) {
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#if !USE_FORCED_GL && !USE_FORCED_GLES2
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