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Minor optimization: Help stupid compilers avoid a division (and a multiplication).
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@@ -881,7 +881,7 @@ void TextureCache::LoadClut() {
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void TextureCache::UpdateCurrentClut() {
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const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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const u32 clutBase = gstate.getClutIndexStartPos();
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const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16));
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const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
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// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
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// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
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//
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@@ -895,7 +895,7 @@ void TextureCache::UpdateCurrentClut() {
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// Avoid a copy when we don't need to convert colors.
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if (UseBGRA8888() || clutFormat != GE_CMODE_32BIT_ABGR8888) {
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const int numColors = clutMaxBytes_ / (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16));
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const int numColors = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutMaxBytes_ / sizeof(u32)) : (clutMaxBytes_ / sizeof(u16));
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ConvertColors(clutBufConverted_, clutBufRaw_, getClutDestFormat(clutFormat), numColors);
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clutBuf_ = clutBufConverted_;
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} else {
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