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GE Debugger: Dump textures only if possibly used.
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@ -420,9 +420,12 @@ static void FlushPrimState(int vcount) {
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// We re-flush textures always in case the game changed them... kinda expensive.
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// TODO: Dirty textures on transfer/stall/etc. somehow?
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// TODO: Or maybe de-dup by validating if it has changed?
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bool textureEnabled = gstate.isTextureMapEnabled() || gstate.isAntiAliasEnabled();
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// Play it safe and allow texture coords to emit data too.
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bool textureCoords = (gstate.vertType & GE_VTYPE_TC_MASK) != 0;
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for (int level = 0; level < 8; ++level) {
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u32 texaddr = gstate.getTextureAddress(level);
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if (texaddr) {
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if (texaddr && (textureEnabled || textureCoords)) {
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EmitTextureData(level, texaddr);
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}
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}
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