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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
Qt: Remove old texture debug API.
No one's testing it and it's not the best way. We have a better implemented API and should use it instead.
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parent
ecd1a04e44
commit
4b8d8c875d
@ -50,9 +50,6 @@ public:
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
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return false;
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}
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bool FramebufferDirty() override;
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bool FramebufferReallyDirty() override;
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@ -769,11 +769,6 @@ void TextureCacheD3D11::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &
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FreeAlignedMemory(mapData);
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}
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bool TextureCacheD3D11::DecodeTexture(u8 *output, const GPUgstate &state) {
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OutputDebugStringA("TextureCache::DecodeTexture : FixMe\r\n");
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return true;
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}
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bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
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SetTexture(false);
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if (!nextTexture_)
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@ -57,9 +57,6 @@ public:
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shaderManager_ = sm;
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}
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// Only used by Qt UI?
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bool DecodeTexture(u8 *output, const GPUgstate &state);
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void ForgetLastTexture() override;
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void InvalidateLastTexture(TexCacheEntry *entry = nullptr) override;
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@ -51,9 +51,6 @@ public:
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
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return textureCacheDX9_->DecodeTexture(dest, state);
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}
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bool FramebufferDirty() override;
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bool FramebufferReallyDirty() override;
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@ -780,12 +780,6 @@ void TextureCacheDX9::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &re
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texture->UnlockRect(level);
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}
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bool TextureCacheDX9::DecodeTexture(u8 *output, const GPUgstate &state)
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{
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OutputDebugStringA("TextureCache::DecodeTexture : FixMe\r\n");
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return true;
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}
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bool TextureCacheDX9::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
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SetTexture(true);
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ApplyTexture();
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@ -49,9 +49,6 @@ public:
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shaderManager_ = sm;
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}
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// Only used by Qt UI?
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bool DecodeTexture(u8 *output, const GPUgstate &state);
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void ForgetLastTexture() override;
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void InvalidateLastTexture(TexCacheEntry *entry = nullptr) override;
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@ -55,9 +55,6 @@ public:
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void ClearShaderCache() override;
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void CleanupBeforeUI() override;
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bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
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return textureCacheGL_->DecodeTexture(dest, state);
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}
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bool FramebufferDirty() override;
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bool FramebufferReallyDirty() override;
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@ -804,85 +804,6 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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}
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}
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// Only used by Qt UI?
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bool TextureCacheGLES::DecodeTexture(u8* output, const GPUgstate &state) {
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GPUgstate oldState = gstate;
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gstate = state;
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u32 texaddr = gstate.getTextureAddress(0);
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if (!Memory::IsValidAddress(texaddr)) {
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return false;
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}
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GLenum dstFmt = 0;
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GETextureFormat format = gstate.getTextureFormat();
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GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
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u8 level = 0;
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int bufw = GetTextureBufw(level, texaddr, format);
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int w = gstate.getTextureWidth(level);
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int h = gstate.getTextureHeight(level);
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int pixelSize = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
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int decPitch = w * pixelSize;
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void *finalBuf = AllocateAlignedMemory(decPitch * h * pixelSize, 16);
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DecodeTextureLevel((uint8_t *)finalBuf, decPitch, format, clutformat, texaddr, level, bufw, true, false, false);
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switch (dstFmt) {
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case GL_UNSIGNED_SHORT_4_4_4_4:
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for (int y = 0; y < h; y++)
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for (int x = 0; x < w; x++) {
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u32 val = ((u16*)finalBuf)[y*w + x];
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u32 r = ((val>>12) & 0xF) * 17;
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u32 g = ((val>> 8) & 0xF) * 17;
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u32 b = ((val>> 4) & 0xF) * 17;
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u32 a = ((val>> 0) & 0xF) * 17;
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((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
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}
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break;
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case GL_UNSIGNED_SHORT_5_5_5_1:
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for (int y = 0; y < h; y++)
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for (int x = 0; x < w; x++) {
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u32 val = ((u16*)finalBuf)[y*w + x];
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u32 r = Convert5To8((val>>11) & 0x1F);
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u32 g = Convert5To8((val>> 6) & 0x1F);
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u32 b = Convert5To8((val>> 1) & 0x1F);
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u32 a = (val & 0x1) * 255;
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((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
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}
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break;
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case GL_UNSIGNED_SHORT_5_6_5:
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for (int y = 0; y < h; y++)
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for (int x = 0; x < w; x++) {
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u32 val = ((u16*)finalBuf)[y*w + x];
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u32 a = 0xFF;
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u32 r = Convert5To8((val>>11) & 0x1F);
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u32 g = Convert6To8((val>> 5) & 0x3F);
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u32 b = Convert5To8((val ) & 0x1F);
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((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
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}
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break;
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default:
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for (int y = 0; y < h; y++)
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for (int x = 0; x < w; x++) {
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u32 val = ((u32*)finalBuf)[y*w + x];
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((u32*)output)[y*w + x] = ((val & 0xFF000000)) | ((val & 0x00FF0000)>>16) | ((val & 0x0000FF00)) | ((val & 0x000000FF)<<16);
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}
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break;
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}
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FreeAlignedMemory(finalBuf);
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gstate = oldState;
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return true;
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}
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bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
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#ifndef USING_GLES2
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GPUgstate saved;
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@ -63,9 +63,6 @@ public:
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}
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}
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// Only used by Qt UI?
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bool DecodeTexture(u8 *output, const GPUgstate &state);
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void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight);
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bool GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) override;
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@ -227,9 +227,6 @@ public:
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const std::list<int>& GetDisplayLists() override {
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return dlQueue;
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}
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bool DecodeTexture(u8* dest, const GPUgstate &state) override {
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return false;
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}
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std::vector<FramebufferInfo> GetFramebufferList() override;
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void ClearShaderCache() override {}
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void CleanupBeforeUI() override {}
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@ -241,7 +241,6 @@ public:
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virtual void DumpNextFrame() = 0;
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virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) = 0;
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virtual const std::list<int>& GetDisplayLists() = 0;
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virtual bool DecodeTexture(u8* dest, const GPUgstate &state) = 0;
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virtual std::vector<FramebufferInfo> GetFramebufferList() = 0;
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virtual s64 GetListTicks(int listid) = 0;
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@ -54,9 +54,6 @@ public:
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
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return false;
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}
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bool FramebufferDirty() override;
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bool FramebufferReallyDirty() override;
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@ -54,17 +54,7 @@ void Debugger_MemoryTex::on_readBtn_clicked()
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w = std::max(bufW,w);
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uchar* newData = new uchar[w*h*4];
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if(gpu->DecodeTexture(newData, state))
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{
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QImage img = QImage(newData, w, h, w*4, QImage::Format_ARGB32); // EmuThread_GrabBackBuffer();
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QPixmap pixmap = QPixmap::fromImage(img);
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ui->textureImg->setPixmap(pixmap);
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ui->textureImg->setMinimumWidth(pixmap.width());
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ui->textureImg->setMinimumHeight(pixmap.height());
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ui->textureImg->setMaximumWidth(pixmap.width());
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ui->textureImg->setMaximumHeight(pixmap.height());
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}
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// TODO: Use GPU_GetCurrentTexture(). Warning: blocks.
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delete[] newData;
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}
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