gl: Don't initialize texture storage in wrong format

We're calling glTexImage2D() right after with the correct format.

So add the special format "0" to avoid intializing the texture memory.
This commit is contained in:
Benjamin Otte 2024-01-04 09:06:19 +01:00
parent ac64948efd
commit dde2d9b545

View File

@ -1435,6 +1435,8 @@ gsk_gl_command_queue_create_texture (GskGLCommandQueue *self,
switch (format)
{
case 0:
break;
case GL_RGBA8:
glTexImage2D (GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
@ -1689,7 +1691,7 @@ gsk_gl_command_queue_upload_texture_chunks (GskGLCommandQueue *self,
height = MIN (height, self->max_texture_size);
}
texture_id = gsk_gl_command_queue_create_texture (self, width, height, GL_RGBA8);
texture_id = gsk_gl_command_queue_create_texture (self, width, height, 0);
if (texture_id == -1)
return texture_id;