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Respect max texture level in GE debugger preview.
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07b13f680c
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@ -857,7 +857,7 @@ void TextureCacheDX9::SetTexture() {
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int bufw = GetTextureBufw(0, texaddr, format);
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int w = gstate.getTextureWidth(0);
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int h = gstate.getTextureHeight(0);
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int maxLevel = ((gstate.texmode >> 16) & 0x7);
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int maxLevel = gstate.getTextureMaxLevel();
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u32 texhash = MiniHash((const u32 *)Memory::GetPointer(texaddr));
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u32 fullhash = 0;
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@ -1148,7 +1148,7 @@ void TextureCache::SetTexture(bool force) {
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}
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int bufw = GetTextureBufw(0, texaddr, format);
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int maxLevel = ((gstate.texmode >> 16) & 0x7);
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int maxLevel = gstate.getTextureMaxLevel();
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u32 texhash = MiniHash((const u32 *)Memory::GetPointer(texaddr));
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u32 fullhash = 0;
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@ -313,6 +313,7 @@ struct GPUgstate
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bool isClutIndexSimple() const { return (clutformat & ~3) == 0xC500FF00; } // Meaning, no special mask, shift, or start pos.
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bool isTextureSwizzled() const { return texmode & 1; }
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bool isClutSharedForMipmaps() const { return (texmode & 0x100) == 0; }
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int getTextureMaxLevel() const { return (texmode >> 16) & 0x7; }
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// Lighting
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bool isLightingEnabled() const { return lightingEnable & 1; }
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@ -1171,7 +1171,7 @@ void DrawTriangleSlice(
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int texbufwidthbits[8] = {0};
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int maxTexLevel = (gstate.texmode >> 16) & 7;
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int maxTexLevel = gstate.getTextureMaxLevel();
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u8 *texptr[8] = {NULL};
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int magFilt = (gstate.texfilter>>8) & 1;
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@ -1346,7 +1346,7 @@ void DrawPoint(const VertexData &v0)
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if (gstate.isTextureMapEnabled() && !clearMode) {
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int texbufwidthbits[8] = {0};
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int maxTexLevel = (gstate.texmode >> 16) & 7;
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int maxTexLevel = gstate.getTextureMaxLevel();
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u8 *texptr[8] = {NULL};
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int magFilt = (gstate.texfilter>>8) & 1;
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@ -1430,7 +1430,7 @@ void DrawLine(const VertexData &v0, const VertexData &v1)
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int texbufwidthbits[8] = {0};
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int maxTexLevel = (gstate.texmode >> 16) & 7;
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int maxTexLevel = gstate.getTextureMaxLevel();
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u8 *texptr[8] = {NULL};
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int magFilt = (gstate.texfilter>>8) & 1;
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@ -252,7 +252,7 @@ void CGEDebugger::UpdateTextureLevel(int level) {
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}
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int maxValid = 0;
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for (int i = 1; i < 8; ++i) {
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for (int i = 1; i < state.getTextureMaxLevel() + 1; ++i) {
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if (state.getTextureAddress(i) != 0) {
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maxValid = i;
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}
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