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GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5068 96395faa-99c1-11dd-bbfe-3dabce05a288
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@@ -95,7 +95,7 @@ void GSTextureCacheSW::InvalidatePages(const uint32* pages, uint32 psm)
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{
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Texture* t = *i;
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if(GSUtil::HasSharedBits(psm, t->m_TEX0.PSM))
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if(GSUtil::HasSharedBits(psm, t->m_sharedbits))
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{
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uint32* RESTRICT valid = t->m_valid;
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@@ -181,6 +181,8 @@ GSTextureCacheSW::Texture::Texture(GSState* state, uint32 tw0, const GIFRegTEX0&
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memset(m_valid, 0, sizeof(m_valid));
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memset(m_pages.bm, 0, sizeof(m_pages.bm));
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m_sharedbits = GSUtil::HasSharedBitsPtr(m_TEX0.PSM);
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m_offset = m_state->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
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m_pages.n = m_offset->GetPages(GSVector4i(0, 0, 1 << TEX0.TW, 1 << TEX0.TH));
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