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VideoCommon: simplify TextureCacheBase by comparing a xfb's hash against a newly calculated one. This fixes games like Teenage Mutant Ninja Turtles (Wii) which use oversized textures where the stride doesn't match the BytesPerRow and that resulted in a different hash algorithm being used. By not hashing the texture before, we improve performance by hashing at most once in all direct XFB lookup scenarios.
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@ -284,7 +284,7 @@ private:
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void SetBackupConfig(const VideoConfig& config);
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TCacheEntry* GetXFBFromCache(u32 address, u32 width, u32 height, u32 stride, u64 hash);
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TCacheEntry* GetXFBFromCache(u32 address, u32 width, u32 height, u32 stride);
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TCacheEntry* ApplyPaletteToEntry(TCacheEntry* entry, u8* palette, TLUTFormat tlutfmt);
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