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@@ -328,6 +328,9 @@ void TextureCacheCommon::SetTexture(bool force) {
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TexCache::iterator iter = cache_.find(cachekey);
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TexCacheEntry *entry = nullptr;
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// Note: It's necessary to reset needshadertexclamp, for otherwise DIRTY_TEXCLAMP won't get set later.
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// Should probably revisit how this works..
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gstate_c.SetNeedShaderTexclamp(false);
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gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
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if (gstate_c.bgraTexture != isBgraBackend_) {
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@@ -930,7 +930,7 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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// TODO: We really, really should avoid calling glGetError.
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GLenum err = glGetError();
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if (err == GL_OUT_OF_MEMORY) {
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WARN_LOG(G3D, "Texture cache ran out of GPU memory; switching to low memory mode");
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WARN_LOG_REPORT(G3D, "Texture cache ran out of GPU memory; switching to low memory mode");
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lowMemoryMode_ = true;
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decimationCounter_ = 0;
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Decimate();
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