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