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
diff --git a/src/libGLESv2/Texture.cpp b/src/libGLESv2/Texture.cpp
index 65b8c22..54bbb10 100644
--- a/src/libGLESv2/Texture.cpp
+++ b/src/libGLESv2/Texture.cpp
@@ -1990,9 +1990,10 @@
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 @@
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 @@
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 @@
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++)