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Apply gstate.getTextureDimension(level)
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@ -1065,7 +1065,7 @@ void TextureCache::SetTexture() {
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if (iter != cache.end()) {
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entry = &iter->second;
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// Validate the texture still matches the cache entry.
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int dim = gstate.texsize[0] & 0xF0F;
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u16 dim = gstate.getTextureDimension(0);
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bool match = entry->Matches(dim, format, maxLevel);
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// Check for FBO - slow!
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@ -1160,7 +1160,7 @@ void TextureCache::SetTexture() {
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gpuStats.numTextureInvalidations++;
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DEBUG_LOG(G3D, "Texture different or overwritten, reloading at %08x", texaddr);
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if (doDelete) {
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if (entry->maxLevel == maxLevel && entry->dim == (gstate.texsize[0] & 0xF0F) && entry->format == format && g_Config.iTexScalingLevel <= 1) {
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if (entry->maxLevel == maxLevel && entry->dim == gstate.getTextureDimension(0) && entry->format == format && g_Config.iTexScalingLevel <= 1) {
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// Actually, if size and number of levels match, let's try to avoid deleting and recreating.
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// Instead, let's use glTexSubImage to replace the images.
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replaceImages = true;
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@ -1197,7 +1197,7 @@ void TextureCache::SetTexture() {
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entry->maxLevel = maxLevel;
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entry->lodBias = 0.0f;
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entry->dim = gstate.texsize[0] & 0xF0F;
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entry->dim = gstate.getTextureDimension(0);
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entry->bufw = bufw;
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// This would overestimate the size in many case so we underestimate instead
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