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Avoid input/output arguments in the texture scaler too
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@@ -754,7 +754,7 @@ void TextureCacheVulkan::LoadVulkanTextureLevel(TexCacheEntry &entry, uint8_t *w
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u32 fmt = dstFmt;
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// CPU scaling reads from the destination buffer so we want cached RAM.
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uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
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scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, scaleFactor);
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scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, &w, &h, scaleFactor);
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pixelData = (u32 *)writePtr;
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// We always end up at 8888. Other parts assume this.
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