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TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
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@ -14,7 +14,7 @@ public:
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SamplerCache();
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~SamplerCache();
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void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1);
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void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex);
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void Clear();
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private:
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