nv2a: Always use texture cache

This commit is contained in:
Matt Borgerson 2020-10-18 00:00:40 -07:00 committed by mborgerson
parent a3fc742bbe
commit 79989a0e3f
2 changed files with 0 additions and 7 deletions

View File

@ -48,8 +48,6 @@
#include "shaders.h"
#include "nv2a_regs.h"
#define USE_TEXTURE_CACHE 1
#define GET_MASK(v, mask) (((v) & (mask)) >> ctz32(mask))
#define SET_MASK(v, mask, val) \

View File

@ -3839,7 +3839,6 @@ static void pgraph_bind_textures(NV2AState *d)
.pitch = pitch,
};
#ifdef USE_TEXTURE_CACHE
uint64_t texture_hash = fast_hash(texture_data, length, 5003)
^ fnv_hash(palette_data, palette_length);
@ -3854,10 +3853,6 @@ static void pgraph_bind_textures(NV2AState *d)
assert((key_out != NULL) && (key_out->binding != NULL));
TextureBinding *binding = key_out->binding;
binding->refcnt++;
#else
TextureBinding *binding = generate_texture(state,
texture_data, palette_data);
#endif
glBindTexture(binding->gl_target, binding->gl_texture);