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gl_rasterizer_cache: Remove unnecessary block_depth=1 on Flush.
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@ -937,7 +937,6 @@ void CachedSurface::FlushGLBuffer() {
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if (params.target == SurfaceParams::SurfaceTarget::Texture2D) {
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// TODO(Blinkhawk): Eliminate this condition once all texture types are implemented.
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depth = 1U;
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block_depth = 1U;
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}
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gl_to_morton_fns[static_cast<size_t>(params.pixel_format)](
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params.width, params.block_height, params.height, block_depth, depth, gl_buffer.data(),
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