wined3d: Drop glPrioritizeTextures() call.
It's not supported on core profiles and I doubt it matters anyway. For the records, the default value is 1 so this was actually lowering the priority for DEFAULT pool textures.
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@ -187,13 +187,6 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
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return;
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return;
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}
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}
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if (texture->resource.pool == WINED3D_POOL_DEFAULT)
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{
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/* Tell OpenGL to try and keep this texture in video ram (well mostly). */
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GLclampf tmp = 0.9f;
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gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &gl_tex->name, &tmp);
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}
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/* Initialise the state of the texture object to the OpenGL defaults, not
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/* Initialise the state of the texture object to the OpenGL defaults, not
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* the wined3d defaults. */
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* the wined3d defaults. */
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gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
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gl_tex->sampler_desc.address_u = WINED3D_TADDRESS_WRAP;
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