[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE
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@ -52,7 +52,7 @@ void VideoConfig::UpdateProjectionHack()
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}
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}
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static int OSDInternalW, OSDInternalH;
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static int OSDInternalW, OSDInternalH;
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static int s_max_texture_size;
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static int s_max_texture_size = 0;
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namespace OGL
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namespace OGL
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{
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{
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@ -711,9 +711,6 @@ void Renderer::Init()
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s_raster_font = std::make_unique<RasterFont>();
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s_raster_font = std::make_unique<RasterFont>();
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OpenGL_CreateAttributelessVAO();
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OpenGL_CreateAttributelessVAO();
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// Cache this, because if you do this multiple times a frame, it shows up really high on a profile.
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s_max_texture_size);
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}
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}
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void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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@ -1702,6 +1699,10 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
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int Renderer::GetMaxTextureSize()
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int Renderer::GetMaxTextureSize()
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{
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{
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// Right now nvidia seems to do something very weird if we try to cache GL_MAX_TEXTURE_SIZE in init. This is a workaround that lets
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// us keep the perf improvement that caching it gives us.
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if (s_max_texture_size == 0)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s_max_texture_size);
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return s_max_texture_size;
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return s_max_texture_size;
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}
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}
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