Avoid direct refs to OES_texture_npot.

So that we can control it centrally in GLES_GPU.
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Unknown W. Brackets committed 2015-11-15 15:06:09 -08:00
1 parent ec79dacc35
commit 2ed8aab2d7
2 files changed
+5 -3

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+2 -1
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@@ -1302,7 +1302,8 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
#ifdef USING_GLES2
PackFramebufferSync_(nvfb, x, y, w, h);
#else
if (gl_extensions.ARB_pixel_buffer_object && gl_extensions.OES_texture_npot) {
// TODO: Can we fall back to sync without these?
if (gl_extensions.ARB_pixel_buffer_object && gstate_c.Supports(GPU_SUPPORTS_OES_TEXTURE_NPOT)) {
if (!sync) {
PackFramebufferAsync_(nvfb);
} else {
+3 -2
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@@ -1498,8 +1498,9 @@ void TextureCache::SetTexture(bool force) {
// Mobile devices don't get the higher scale factors, too expensive. Very rough way to decide though...
if (!gstate_c.Supports(GPU_IS_MOBILE)) {
scaleFactor = std::min(gstate_c.Supports(GPU_SUPPORTS_OES_TEXTURE_NPOT) ? 5 : 4, scaleFactor);
if (!gl_extensions.OES_texture_npot && scaleFactor == 3) {
bool supportNpot = gstate_c.Supports(GPU_SUPPORTS_OES_TEXTURE_NPOT);
scaleFactor = std::min(supportNpot ? 5 : 4, scaleFactor);
if (!supportNpot && scaleFactor == 3) {
scaleFactor = 2;
}
} else {