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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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@@ -921,7 +921,7 @@ void TextureCache::UpdateCurrentClut() {
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// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
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const u32 clutExtendedBytes = clutTotalBytes_ + clutBaseBytes;
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clutHash_ = DoReliableHash((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
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clutHash_ = DoReliableHash32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
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// Avoid a copy when we don't need to convert colors.
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if (UseBGRA8888() || clutFormat != GE_CMODE_32BIT_ABGR8888) {
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