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Remove largely ineffective and nearly not functional "low memory mode". Unlikely to save us.
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@@ -130,23 +130,6 @@ static void ConvertColors(void *dstBuf, const void *srcBuf, Draw::DataFormat dst
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}
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}
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void TextureCacheGLES::StartFrame() {
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TextureCacheCommon::StartFrame();
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GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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if (!lowMemoryMode_ && renderManager->SawOutOfMemory()) {
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lowMemoryMode_ = true;
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decimationCounter_ = 0;
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auto err = GetI18NCategory(I18NCat::ERRORS);
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if (standardScaleFactor_ > 1) {
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g_OSD.Show(OSDType::MESSAGE_WARNING, err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f);
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} else {
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g_OSD.Show(OSDType::MESSAGE_WARNING, err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f);
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}
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}
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}
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// TODO: This is almost the same as the Common one, just with some extra color conversion. Should merge.
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void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
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const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
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