glx: Don't allocate storage for mipmaps in TFP textures
We never use a mipmap filter when we render windows.
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1 changed files with 3 additions and 3 deletions
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@ -762,7 +762,7 @@ bool GlxTexture::loadTexture(xcb_pixmap_t pixmap, const QSize &size, xcb_visuali
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const int attrs[] = {
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GLX_TEXTURE_FORMAT_EXT, info->bind_texture_format,
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GLX_MIPMAP_TEXTURE_EXT, info->mipmap,
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GLX_MIPMAP_TEXTURE_EXT, false,
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GLX_TEXTURE_TARGET_EXT, m_target == GL_TEXTURE_2D ? GLX_TEXTURE_2D_EXT : GLX_TEXTURE_RECTANGLE_EXT,
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0
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};
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@ -770,12 +770,12 @@ bool GlxTexture::loadTexture(xcb_pixmap_t pixmap, const QSize &size, xcb_visuali
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m_glxpixmap = glXCreatePixmap(display(), info->fbconfig, pixmap, attrs);
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m_size = size;
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m_yInverted = info->y_inverted ? true : false;
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m_canUseMipmaps = info->mipmap;
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m_canUseMipmaps = false;
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glGenTextures(1, &m_texture);
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q->setDirty();
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q->setFilter(info->mipmap > 0 ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
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q->setFilter(GL_NEAREST);
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glBindTexture(m_target, m_texture);
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glXBindTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT, nullptr);
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