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Clarify some logic, improve framebuffer names
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@@ -492,9 +492,6 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
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}
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}
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
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Draw::DataFormat dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
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int scaleFactor = standardScaleFactor_;
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// Rachet down scale factor in low-memory mode.
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@@ -535,7 +532,10 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
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texelsScaledThisFrame_ += w * h;
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}
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}
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
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Draw::DataFormat dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
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// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
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// don't specify mips all the way down. As a result, we either need to manually generate
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// the bottom few levels or rely on OpenGL's autogen mipmaps instead, which might not
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@@ -546,10 +546,11 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
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// NOTE: Since the level is not part of the cache key, we assume it never changes.
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u8 level = std::max(0, gstate.getTexLevelOffset16() / 16);
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LoadTextureLevel(*entry, replaced, level, scaleFactor, dstFmt);
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} else
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} else {
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LoadTextureLevel(*entry, replaced, 0, scaleFactor, dstFmt);
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}
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// Mipmapping only enable when texture scaling disable
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// Mipmapping is only enabled when texture scaling is disabled.
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int texMaxLevel = 0;
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bool genMips = false;
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if (maxLevel > 0 && scaleFactor == 1) {
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