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One step closer to fixing D3D. Now textures are set properly.
Still, memory leak exists for some unknown reason (we don't allocate more pages and we release every texture) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2601 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -726,23 +726,3 @@ void BPWritten(int addr, int changes, int newval)
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break;
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}
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}
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void ActivateTextures()
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{
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for (int i = 0; i < 8; i++)
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{
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//TODO(ector): this should be a speedup
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//if (textureChanged[i] || ASK TEXCACHE ABOUT SENTINEL VALUE)
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{
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FourTexUnits &tex = bpmem.tex[i>>2];
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TextureCache::Load(i,
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(tex.texImage3[i&3].image_base) << 5,
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tex.texImage0[i&3].width+1,
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tex.texImage0[i&3].height+1,
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tex.texImage0[i&3].format,
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tex.texTlut[i&3].tmem_offset<<9,
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tex.texTlut[i&3].tlut_format);
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}
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textureChanged[i] = false;
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}
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}
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