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Improve default replacer ini. Various cleanup
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@@ -320,6 +320,11 @@ void TextureReplacer::ParseHashRange(const std::string &key, const std::string &
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return;
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}
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// Allow addr not starting with 0x, for consistency. TryParse requires 0x to parse as hex.
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if (!startsWith(keyParts[0], "0x") && !startsWith(keyParts[0], "0X")) {
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keyParts[0] = "0x" + keyParts[0];
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}
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u32 addr;
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u32 fromW;
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u32 fromH;
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@@ -869,7 +874,7 @@ bool TextureReplacer::LookupHashRange(u32 addr, int w, int h, int *newW, int *ne
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}
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}
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float TextureReplacer::LookupReduceHashRange(int& w, int& h) {
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float TextureReplacer::LookupReduceHashRange(int w, int h) {
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const u64 reducerangeKey = ((u64)w << 16) | h;
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auto range = reducehashranges_.find(reducerangeKey);
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if (range != reducehashranges_.end()) {
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@@ -915,10 +920,10 @@ bool TextureReplacer::GenerateIni(const std::string &gameID, Path &generatedFile
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[options]
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version = 1
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hash = quick
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ignoreMipmap = true # Set to true to avoid dumping mipmaps. Instead use basisu to generate them, see docs.
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reduceHash = false
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allowVideo = false
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hash = quick # options available: "quick", xxh32 - more accurate, but much slower, xxh64 - more accurate and quite fast, but slower than xxh32 on 32 bit cpu's
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ignoreMipmap = true # Usually, can just generate them with basisu, no need to dump.
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reduceHash = false # Unsafe and can cause glitches in some cases, but allows to skip garbage data in some textures reducing endless duplicates as a side effect speeds up hashing as well, requires stronger hash like xxh32 or xxh64
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ignoreAddress = false # Reduces duplicates at the cost of making hash less reliable, requires stronger hash like xxh32 or xxh64. Basically automatically sets the address to 0 in the dumped filenames.
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[games]
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# Used to make it easier to install, and override settings for other regions.
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@@ -930,15 +935,19 @@ allowVideo = false
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# See wiki for more info.
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[hashranges]
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# See the documentation.
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# This is useful for images that very clearly have smaller dimensions, like 480x272 image. They'll need to be redumped, since the hash will change. See the documentation.
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# Example: 08b31020,512,512 = 480,272
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# Example: 0x08b31020,512,512 = 480,272
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[filtering]
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# You can enforce specific filtering modes with this. Available modes are linear/nearest/auto. See the docs.
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# Example: 08d3961000000909ba70b2af = linear
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# You can enforce specific filtering modes with this. Available modes are linear, nearest, auto. See the docs.
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# Example: 08d3961000000909ba70b2af = nearest
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[reducehashranges]
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# Lets you set regions of memory where reduced hashing applies. See the docs.
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# Lets you set texture sizes where the hash range is reduced by a factor. See the docs.
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# Example:
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512,512=0.5
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)", gameID.c_str(), INI_FILENAME.c_str());
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fclose(f);
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}
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@@ -132,7 +132,7 @@ protected:
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void ParseFiltering(const std::string &key, const std::string &value);
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void ParseReduceHashRange(const std::string& key, const std::string& value);
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bool LookupHashRange(u32 addr, int w, int h, int *newW, int *newH);
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float LookupReduceHashRange(int& w, int& h);
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float LookupReduceHashRange(int w, int h);
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std::string LookupHashFile(u64 cachekey, u32 hash, bool *foundAlias, bool *ignored);
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bool enabled_ = false;
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