Right, will keep that in mind and resend this patch. But I'm curious as to how does an application depend on optimised error paths? If I understood correctly, this optimisation would probably be needed for games who have a lot of failed texture loading calls per frame (even on windows), and not optimising this would cause it to lag a lot. Or is it something else?
Cheers, Aaryaman
On Fri, May 13, 2016 at 9:28 PM, Henri Verbeet hverbeet@gmail.com wrote:
On 13 May 2016 at 17:52, Aaryaman Vasishta jem456.vasishta@gmail.com wrote:
I did it so that it wouldn't call d3drm_texture_load only to realize that the image is already initialized when InitFromImage is called. I could probably add that check within d3drm_texture_load, though.
It's usually not worth optimising error paths, unless you happen to have an application that needs it.