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Get rid of depalFBOs when overwriting textures.
Just in case they are not always used as framebuffers. We set to 0 later anyway.
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parent
410fc713a4
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@ -899,6 +899,7 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry) {
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}
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if (program) {
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GLuint clutTexture = depalShaderCache_->GetClutTexture(clutHash_, clutBuf_);
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// TODO: What if the renderWidth or renderHeight changes for the attached FBO?
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if (!entry->depalFBO) {
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entry->depalFBO = fbo_create(entry->framebuffer->renderWidth, entry->framebuffer->renderHeight, 1, false, FBO_8888);
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}
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@ -1197,6 +1198,12 @@ void TextureCache::SetTexture(bool force) {
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}
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}
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}
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// If we had a depalFBO, get rid of it now.
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if (entry->depalFBO) {
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fbo_destroy(entry->depalFBO);
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entry->depalFBO = 0;
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}
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}
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} else {
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VERBOSE_LOG(G3D, "No texture in cache, decoding...");
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