make the renerable usage consistant and const

Trac #19259 Issue=268 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@922 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 92399aa2
......@@ -1990,9 +1990,10 @@ void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GL
GLenum format = gl::ExtractFormat(internalformat);
GLenum type = gl::ExtractType(internalformat);
D3DFORMAT d3dfmt = ConvertTextureFormatType(format, type);
const bool renderable = (mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
delete mTexStorage;
mTexStorage = new TextureStorage2D(levels, d3dfmt, width, height, mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
mTexStorage = new TextureStorage2D(levels, d3dfmt, width, height, renderable);
mImmutable = true;
for (int level = 0; level < levels; level++)
......@@ -2147,7 +2148,7 @@ void Texture2D::createTexture()
GLsizei height = mImageArray[0].getHeight();
GLint levels = creationLevels(width, height);
D3DFORMAT format = mImageArray[0].getD3DFormat();
bool renderable = (mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
const bool renderable = (mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
delete mTexStorage;
mTexStorage = new TextureStorage2D(levels, format, width, height, renderable);
......@@ -2623,7 +2624,7 @@ void TextureCubeMap::createTexture()
GLsizei size = mImageArray[0][0].getWidth();
GLint levels = creationLevels(size, 0);
D3DFORMAT format = mImageArray[0][0].getD3DFormat();
bool renderable = (mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
const bool renderable = (mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
delete mTexStorage;
mTexStorage = new TextureStorageCubeMap(levels, format, size, renderable);
......@@ -2860,9 +2861,10 @@ void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size
GLenum format = gl::ExtractFormat(internalformat);
GLenum type = gl::ExtractType(internalformat);
D3DFORMAT d3dfmt = ConvertTextureFormatType(format, type);
const bool renderable = (mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
delete mTexStorage;
mTexStorage = new TextureStorageCubeMap(levels, d3dfmt, size, mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
mTexStorage = new TextureStorageCubeMap(levels, d3dfmt, size, renderable);
mImmutable = true;
for (int level = 0; level < levels; level++)
......
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