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Decode 16-bit textures a bit more directly.
Improves performance in God of War.
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386d51081c
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@ -1302,14 +1302,13 @@ void *TextureCache::DecodeTextureLevel(u8 format, u8 clutformat, int level, u32
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int len = std::max(bufw, w) * h;
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tmpTexBuf16.resize(len);
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tmpTexBufRearrange.resize(len);
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Memory::Memcpy(tmpTexBuf16.data(), texaddr, len * sizeof(u16));
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finalBuf = tmpTexBuf16.data();
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}
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else {
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ConvertColors(finalBuf, Memory::GetPointer(texaddr), dstFmt, bufw * h);
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} else {
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tmpTexBuf32.resize(std::max(bufw, w) * h);
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finalBuf = UnswizzleFromMem(texaddr, bufw, 2, level);
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ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
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}
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ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
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break;
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case GE_TFMT_8888:
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