From ca2a79d0bd0a943dfeb48e6e0a197e82b23b4a4d Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Thu, 7 Nov 2013 17:05:43 +0100 Subject: [PATCH] Workaround dumb custom texture loading logic so that D3D11, GL core (used on OS X) and GLES code paths have less broken custom textures. --- Source/Core/VideoCommon/HiresTextures.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/Source/Core/VideoCommon/HiresTextures.cpp b/Source/Core/VideoCommon/HiresTextures.cpp index 938e8cc5aa..b6c0935a83 100644 --- a/Source/Core/VideoCommon/HiresTextures.cpp +++ b/Source/Core/VideoCommon/HiresTextures.cpp @@ -109,6 +109,11 @@ PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsi switch (texformat) { + // TODO(neobrain): This function currently has no way to enforce RGBA32 + // output, which however is required on some configurations to function + // properly. As a lazy workaround, we hence disable the optimized code + // path for now. +#if 0 case GX_TF_I4: case GX_TF_I8: case GX_TF_IA4: @@ -126,6 +131,7 @@ PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsi } returnTex = PC_TEX_FMT_IA8; break; +#endif default: *required_size = width * height * 4; if (data_size < *required_size)