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Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know there are some games which do more hashing and it may help there.
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@@ -157,7 +157,8 @@ void DoUnswizzleTex16Basic(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32
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#ifndef _M_SSE
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QuickTexHashFunc DoQuickTexHash = &QuickTexHashBasic;
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UnswizzleTex16Func DoUnswizzleTex16 = &DoUnswizzleTex16Basic;
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ReliableHashFunc DoReliableHash = &XXH32;
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ReliableHash32Func DoReliableHash32 = &XXH32;
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ReliableHash64Func DoReliableHash64 = &XXH64;
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#endif
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// This has to be done after CPUDetect has done its magic.
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@@ -168,7 +169,7 @@ void SetupTextureDecoder() {
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DoUnswizzleTex16 = &DoUnswizzleTex16NEON;
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#ifndef IOS
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// Not sure if this is safe on iOS, it's had issues with xxhash.
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DoReliableHash = &ReliableHashNEON;
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DoReliableHash32 = &ReliableHash32NEON;
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#endif
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}
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#endif
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