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Removing more references to D3D9.
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@ -481,8 +481,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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// Sometimes, we can get around recreating a texture if only the number of mip levels changes
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// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
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// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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// TODO: D3D9 doesn't support min_lod. We should add a workaround for that here!
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// TODO: This is the wrong value. We should be storing the number of levels our actual texture has.
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// But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after.
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// Currently, we might try to reuse a texture which appears to have more levels than actual, maybe..
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