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softgpu: Move texture addresses to prim state.
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@@ -78,13 +78,10 @@ static inline Vec4IntResult SOFTRAST_CALL ModulateRGBA(Vec4IntArg prim_in, Vec4I
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}
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void DrawSprite(const VertexData &v0, const VertexData &v1, const RasterizerState &state) {
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const u8 *texptr = nullptr;
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const u8 *texptr = state.texptr[0];
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GETextureFormat texfmt = state.samplerID.TexFmt();
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u32 texaddr = gstate.getTextureAddress(0);
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int texbufw = GetTextureBufw(0, texaddr, texfmt);
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if (Memory::IsValidAddress(texaddr))
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texptr = Memory::GetPointerUnchecked(texaddr);
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int texbufw = state.texbufw[0];
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ScreenCoords pprime(v0.screenpos.x, v0.screenpos.y, 0);
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Sampler::FetchFunc fetchFunc = Sampler::GetFetchFunc(state.samplerID);
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