GLES: Use aligned memory for textures.

We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.

This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.

Fixes #10601.
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Unknown W. Brackets committed 2018-02-11 08:13:57 -08:00
1 parent 0e2a586c1b
commit 0474ff5c23
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@@ -337,7 +337,7 @@ public:
}
// Takes ownership over the data pointer and delete[]-s it.
void TextureImage(GLRTexture *texture, int level, int width, int height, GLenum internalFormat, GLenum format, GLenum type, uint8_t *data, bool linearFilter = false) {
void TextureImage(GLRTexture *texture, int level, int width, int height, GLenum internalFormat, GLenum format, GLenum type, uint8_t *data, GLRAllocType allocType = GLRAllocType::NEW, bool linearFilter = false) {
GLRInitStep step{ GLRInitStepType::TEXTURE_IMAGE };
step.texture_image.texture = texture;
step.texture_image.data = data;
@@ -347,6 +347,7 @@ public:
step.texture_image.level = level;
step.texture_image.width = width;
step.texture_image.height = height;
step.texture_image.allocType = allocType;
step.texture_image.linearFilter = linearFilter;
initSteps_.push_back(step);
}