diff --git a/gfx/drivers_shader/shader_gl_core.cpp b/gfx/drivers_shader/shader_gl_core.cpp index 03ae25d76c..54c652985d 100644 --- a/gfx/drivers_shader/shader_gl_core.cpp +++ b/gfx/drivers_shader/shader_gl_core.cpp @@ -366,8 +366,10 @@ static GLenum convert_glslang_format(glslang_format fmt) FMT(R32G32B32A32_SFLOAT, RGBA32F); default: - return 0; + break; } + + return 0; } class StaticTexture @@ -399,32 +401,42 @@ StaticTexture::StaticTexture(string id_, GLuint image_, glslang_filter_chain_address address) : id(std::move(id_)), image(image_) { - GLenum gl_address = address_to_gl(address); + GLenum gl_address = address_to_gl(address); - texture.filter = GLSLANG_FILTER_CHAIN_NEAREST; - texture.mip_filter = GLSLANG_FILTER_CHAIN_NEAREST; - texture.address = address; - texture.texture.width = width; - texture.texture.height = height; - texture.texture.format = 0; - texture.texture.image = image; + texture.filter = GLSLANG_FILTER_CHAIN_NEAREST; + texture.mip_filter = GLSLANG_FILTER_CHAIN_NEAREST; + texture.address = address; + texture.texture.width = width; + texture.texture.height = height; + texture.texture.format = 0; + texture.texture.image = image; if (linear) - texture.filter = GLSLANG_FILTER_CHAIN_LINEAR; - if (mipmap && linear) - texture.mip_filter = GLSLANG_FILTER_CHAIN_LINEAR; + { + texture.filter = GLSLANG_FILTER_CHAIN_LINEAR; + if (mipmap) + texture.mip_filter = GLSLANG_FILTER_CHAIN_LINEAR; + } glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl_address); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl_address); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST); - if (linear && mipmap) - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - else if (linear) - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if (linear) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + if (mipmap) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + GL_LINEAR_MIPMAP_LINEAR); + else + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + GL_LINEAR); + } else + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } glBindTexture(GL_TEXTURE_2D, 0); }