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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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@ -210,13 +210,12 @@ void VertexManager::Flush()
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TextureCache::UnbindTextures();
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for (unsigned int i : usedtextures)
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{
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g_renderer->SetSamplerState(i & 3, i >> 2);
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const TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i);
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
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}
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else
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{
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