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D3D various: "Safe texture cache" option, texture replace instead of destroy/create when possible, a commented out "optimization" that didn't speed things up (use DrawPrimitive instead of DrawIndexedPrimitive when possible), reduce code duplication in Flush(), don't periodically clean out the shader caches since it's not really beneficial - shaders are cheap to keep. some code cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4302 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -222,6 +222,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
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void PixelShaderCache::ProgressiveCleanup()
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{
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/*
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PSCache::iterator iter = pshaders.begin();
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while (iter != pshaders.end()) {
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PSCacheEntry &entry = iter->second;
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@ -237,6 +238,7 @@ void PixelShaderCache::ProgressiveCleanup()
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iter++;
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}
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SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
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*/
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}
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bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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