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Some realtime profiling stuff. Enable FZ (flush-to-zero) mode.
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@@ -598,6 +598,13 @@ void convertColors(u8 *finalBuf, GLuint dstFmt, int numPixels) {
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}
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}
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int lastBoundTexture = -1;
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void TextureCache_StartFrame() {
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lastBoundTexture = -1;
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TextureCache_Decimate();
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}
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void PSPSetTexture() {
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u32 texaddr = (gstate.texaddr[0] & 0xFFFFF0) | ((gstate.texbufwidth[0]<<8) & 0xFF000000);
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texaddr &= 0xFFFFFFF;
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@@ -656,7 +663,10 @@ void PSPSetTexture() {
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if (match) {
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//got one!
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entry.frameCounter = gpuStats.numFrames;
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glBindTexture(GL_TEXTURE_2D, entry.texture);
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if (entry.texture != lastBoundTexture) {
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glBindTexture(GL_TEXTURE_2D, entry.texture);
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lastBoundTexture = entry.texture;
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}
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UpdateSamplingParams(entry, false);
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DEBUG_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr);
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return; //Done!
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