From fb4e733bccb1385b0bb07cc69bc9f5645365a654 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fredrik=20H=C3=B6glund?= Date: Mon, 8 Dec 2014 22:44:23 +0100 Subject: [PATCH] glx: Don't allocate storage for mipmaps in TFP textures We never use a mipmap filter when we render windows. --- glxbackend.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/glxbackend.cpp b/glxbackend.cpp index ded74de045..426708ce5a 100644 --- a/glxbackend.cpp +++ b/glxbackend.cpp @@ -762,7 +762,7 @@ bool GlxTexture::loadTexture(xcb_pixmap_t pixmap, const QSize &size, xcb_visuali const int attrs[] = { GLX_TEXTURE_FORMAT_EXT, info->bind_texture_format, - GLX_MIPMAP_TEXTURE_EXT, info->mipmap, + GLX_MIPMAP_TEXTURE_EXT, false, GLX_TEXTURE_TARGET_EXT, m_target == GL_TEXTURE_2D ? GLX_TEXTURE_2D_EXT : GLX_TEXTURE_RECTANGLE_EXT, 0 }; @@ -770,12 +770,12 @@ bool GlxTexture::loadTexture(xcb_pixmap_t pixmap, const QSize &size, xcb_visuali m_glxpixmap = glXCreatePixmap(display(), info->fbconfig, pixmap, attrs); m_size = size; m_yInverted = info->y_inverted ? true : false; - m_canUseMipmaps = info->mipmap; + m_canUseMipmaps = false; glGenTextures(1, &m_texture); q->setDirty(); - q->setFilter(info->mipmap > 0 ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST); + q->setFilter(GL_NEAREST); glBindTexture(m_target, m_texture); glXBindTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT, nullptr);