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GLES: Use aligned memory for textures.
We use SSE on them, and they used to be aligned, and must be aligned in PSP RAM, so keep them aligned. This only really affects 32-bit, since allocs will typically be aligned on 64-bit anyway. Fixes #10601.
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@@ -714,7 +714,7 @@ u8 *TextureCacheGLES::DecodeTextureLevelOld(GETextureFormat format, GEPaletteFor
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decPitch = bufw * pixelSize;
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}
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uint8_t *texBuf = new uint8_t[std::max(w, bufw) * h * pixelSize];
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uint8_t *texBuf = (uint8_t *)AllocateAlignedMemory(std::max(w, bufw) * h * pixelSize, 16);
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DecodeTextureLevel(texBuf, decPitch, format, clutformat, texaddr, level, bufw, true, false, false);
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return texBuf;
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}
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@@ -755,7 +755,7 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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PROFILE_THIS_SCOPE("replacetex");
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int bpp = replaced.Format(level) == ReplacedTextureFormat::F_8888 ? 4 : 2;
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uint8_t *rearrange = new uint8_t[w * h * bpp];
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uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * h * bpp, 16);
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replaced.Load(level, rearrange, bpp * w);
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pixelData = rearrange;
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@@ -785,7 +785,7 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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}
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if (scaleFactor > 1) {
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uint8_t *rearrange = new uint8_t[w * scaleFactor * h * scaleFactor * 4];
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uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
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scaler.ScaleAlways((u32 *)rearrange, (u32 *)pixelData, dstFmt, w, h, scaleFactor);
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pixelData = rearrange;
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delete [] finalBuf;
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@@ -817,9 +817,9 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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} else {
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PROFILE_THIS_SCOPE("loadtex");
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if (IsFakeMipmapChange())
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render_->TextureImage(entry.textureName, 0, w, h, components, components2, dstFmt, pixelData);
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render_->TextureImage(entry.textureName, 0, w, h, components, components2, dstFmt, pixelData, GLRAllocType::ALIGNED);
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else
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render_->TextureImage(entry.textureName, level, w, h, components, components2, dstFmt, pixelData);
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render_->TextureImage(entry.textureName, level, w, h, components, components2, dstFmt, pixelData, GLRAllocType::ALIGNED);
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}
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}
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