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Fix indentation
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@ -29,5 +29,5 @@ void DoCPState(PointerWrap& p)
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void CopyPreprocessCPStateFromMain()
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{
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memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));
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memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));
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}
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@ -237,13 +237,13 @@ class VertexLoaderBase;
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// STATE_TO_SAVE
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struct CPState final
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{
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u32 array_bases[16];
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u32 array_strides[16];
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TMatrixIndexA matrix_index_a;
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TMatrixIndexB matrix_index_b;
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TVtxDesc vtx_desc;
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// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
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VAT vtx_attr[8];
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u32 array_bases[16];
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u32 array_strides[16];
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TMatrixIndexA matrix_index_a;
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TMatrixIndexB matrix_index_b;
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TVtxDesc vtx_desc;
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// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
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VAT vtx_attr[8];
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// Attributes that actually belong to VertexLoaderManager:
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BitSet32 attr_dirty;
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@ -226,8 +226,8 @@ void PixelShaderManager::SetZTextureTypeChanged()
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break;
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default:
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break;
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}
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dirty = true;
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}
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dirty = true;
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}
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void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
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@ -144,7 +144,7 @@ void TextureCache::Cleanup()
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while (iter != tcend)
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{
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if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount &&
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// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
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// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
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!iter->second->IsEfbCopy())
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{
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delete iter->second;
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