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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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@ -22,9 +22,11 @@
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#include <map>
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#include "D3DBase.h"
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#include "BPMemory.h"
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class TextureCache
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{
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public:
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struct TCacheEntry
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{
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LPDIRECT3DTEXTURE9 texture;
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@ -37,6 +39,7 @@ class TextureCache
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bool isNonPow2;
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int frameCount;
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int w,h,fmt;
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TexMode0 mode; // current filter and clamp modes that texture is set to
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TCacheEntry()
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{
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texture=0;
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@ -46,6 +49,7 @@ class TextureCache
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void Destroy(bool shutdown);
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};
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private:
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typedef std::map<u32,TCacheEntry> TexCache;
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@ -57,7 +61,7 @@ public:
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static void Cleanup();
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static void Shutdown();
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static void Invalidate(bool shutdown);
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static void Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
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static TCacheEntry *Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
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static void CopyEFBToRenderTarget(u32 address, RECT *source);
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};
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