small texcache cleanup
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681272d65d
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b401131af2
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@ -264,22 +264,15 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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gl_iformat = GL_RGBA,
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gl_type = GL_UNSIGNED_BYTE;
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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GL_REPORT_ERRORD();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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GL_REPORT_ERRORD();
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}
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return entry;
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}
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@ -289,8 +282,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat)
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{
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glBindTexture(GL_TEXTURE_2D, texture);
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// Make sure to resolve anything we need to read from.
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const GLuint read_texture = (srcFormat == PIXELFMT_Z24) ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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