Commit 08a617ad by Corentin Wallez Committed by Commit Bot

Remove redundant call to TextureD3D::getNativeStorage.

BUG=angleproject:1671 Change-Id: I4b13113b41e6d429f771d7a405fd62ef61064c6c Reviewed-on: https://chromium-review.googlesource.com/420853Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
parent 7351c2a5
...@@ -1345,6 +1345,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, ...@@ -1345,6 +1345,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type,
gl::Texture *texture, gl::Texture *texture,
const gl::SamplerState &samplerState) const gl::SamplerState &samplerState)
{ {
#if !defined(NDEBUG)
// Make sure to add the level offset for our tiny compressed texture workaround // Make sure to add the level offset for our tiny compressed texture workaround
TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
...@@ -1353,6 +1354,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, ...@@ -1353,6 +1354,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type,
// Storage should exist, texture should be complete // Storage should exist, texture should be complete
ASSERT(storage); ASSERT(storage);
#endif // !defined(NDEBUG)
// Sampler metadata that's passed to shaders in uniforms is stored separately from rest of the // Sampler metadata that's passed to shaders in uniforms is stored separately from rest of the
// sampler state since having it in contiguous memory makes it possible to memcpy to a constant // sampler state since having it in contiguous memory makes it possible to memcpy to a constant
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment