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mixed commit:
in D3D and Opengl: fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes) Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions. in D3D: Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know. please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -40,7 +40,9 @@ public:
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int frameCount;
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int w, h, fmt;
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float scaleX, scaleY; // Hires texutres need this
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bool isRenderTarget;
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bool isNonPow2;
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@ -51,6 +53,12 @@ public:
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hash = 0;
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paletteHash = 0;
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oldpixel = 0;
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addr = 0;
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size_in_bytes = 0;
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frameCount = 0;
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scaleX = 1.0f;
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scaleY = 1.0f;
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isNonPow2 = true;
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}
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void Destroy(bool shutdown);
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bool IntersectsMemoryRange(u32 range_address, u32 range_size);
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