Also split DirectX9's texture cache.

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Unknown W. Brackets committed 2015-09-13 09:36:17 -07:00
1 parent c7e6f051e4
commit 52c3fc221b
4 files changed
+109 -71

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@@ -940,7 +940,6 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffe
depal = depalShaderCache_->GetDepalettizeShader(clutFormat, framebuffer->drawnFormat);
}
if (depal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
@@ -1516,6 +1515,8 @@ void TextureCache::SetTexture(bool force) {
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
// This will rebind it, but that's okay.
nextTexture_ = entry;
UpdateSamplingParams(*entry, true);
//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);