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Use AllocateMemoryPages() for the texcache buffers.
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@ -43,7 +43,6 @@ u32 RoundUpToPowerOf2(u32 v)
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TextureCache::TextureCache() {
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lastBoundTexture = -1;
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// TODO: Switch to aligned allocations for alignment. AllocateMemoryPages would do the trick.
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// This is 5MB of temporary storage. Might be possible to shrink it.
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tmpTexBuf32.resize(1024 * 512); // 2MB
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tmpTexBuf16.resize(1024 * 512); // 1MB
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@ -18,6 +18,7 @@
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#pragma once
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#include "../Globals.h"
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#include "Common/MemoryUtil.h"
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#include "gfx_es2/fbo.h"
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#include "GPU/GPUState.h"
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@ -108,7 +109,7 @@ private:
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~SimpleBuf() {
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if (buf_ != NULL) {
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delete [] buf_;
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FreeMemoryPages(buf_, size_ * sizeof(T));
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}
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}
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@ -120,9 +121,9 @@ private:
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void resize(size_t size) {
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if (size_ < size) {
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if (buf_ != NULL) {
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delete [] buf_;
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FreeMemoryPages(buf_, size_ * sizeof(T));
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}
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buf_ = new T[size];
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buf_ = (T *)AllocateMemoryPages(size * sizeof(T));
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size_ = size;
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}
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}
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