CustomTexture: Use always safe texture hash
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@ -13,7 +13,7 @@ u32 HashAdler32(const u8* data, size_t len); // Fairly accurate, slightl
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u32 HashFNV(const u8* ptr, int length); // Another fast and decent hash
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u32 HashEctor(const u8* ptr, int length); // JUNK. DO NOT USE FOR NEW THINGS
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u64 GetCRC32(const u8 *src, int len, u32 samples); // SSE4.2 version of CRC32
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u64 GetHashHiresTexture(const u8 *src, int len, u32 samples);
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u64 GetHashHiresTexture(const u8 *src, int len, u32 samples = 0);
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u64 GetMurmurHash3(const u8 *src, int len, u32 samples);
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u64 GetHash64(const u8 *src, int len, u32 samples);
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void SetHash64Function();
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@ -118,12 +118,12 @@ std::string HiresTexture::GenBaseName(const u8* texture, size_t texture_size, co
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tlut += 2 * min;
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}
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u64 tex_hash = GetHashHiresTexture(texture, (int)texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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u64 tex_hash = GetHashHiresTexture(texture, (int)texture_size);
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u64 tlut_hash = 0;
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u64 hash = tex_hash;
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if (tlut_size)
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{
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tlut_hash = GetHashHiresTexture(tlut, (int)tlut_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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tlut_hash = GetHashHiresTexture(tlut, (int)tlut_size);
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hash ^= tlut_hash;
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}
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return StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32)hash, (u16)format);
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