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test commit: please test if this improve the performance with the safe texture cache
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5038 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -167,10 +167,13 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that texture with different tluts get different IDs.
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texHash = TexDecoder_GetFullHash(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format));
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u64 tlutHash = TexDecoder_GetFullHash(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format));
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texHash ^= tlutHash;
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u32 tlutHash = TexDecoder_GetFullHash32(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format));
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//texHash ^= tlutHash; //this line was the problem, as the hash changes with the tlut hash
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//the textures where alway recreated
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if (g_ActiveConfig.bSafeTextureCache)
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texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
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{
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texID = texID ^ tlutHash;
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}
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}
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else
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{
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