Dump the redundant "save textures" function. Use TextureCache's dumping feature instead.
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@ -243,15 +243,6 @@ void VertexManager::Flush()
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
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// TODO:
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//if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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//{
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// // save the textures
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// char strfile[255];
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// sprintf(strfile, "%stex%.3d_%d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_Config.iSaveTargetId, i);
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// SaveTexture(strfile, GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
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//}
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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@ -34,7 +34,6 @@
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// Log in two categories, and save three other options in the same byte
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#define CONF_LOG 1
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#define CONF_PRIMLOG 2
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#define CONF_SAVETEXTURES 4
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#define CONF_SAVETARGETS 8
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#define CONF_SAVESHADERS 16
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@ -162,16 +162,6 @@ void VertexManager::vFlush()
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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// TODO: Dump this code, it's redundant.
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if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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{
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// save the textures
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char strfile[255];
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sprintf(strfile, "%stex%.3d_%d.tga",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_Config.iSaveTargetId, i);
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tentry->Save(strfile, 0);
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}
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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