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Extract GX shader/pipeline generation into shared API
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@@ -145,7 +145,7 @@ void CTexture::UnLock() {
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void CTexture::Load(GX::TexMapID id, EClampMode clamp) {
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if (sLoadedTextures[id] != this || xa_29_canLoadObj) {
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auto* image_ptr = /*x44_aramToken.GetMRAMSafe() */ x44_aramToken_x4_buff.get();
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// auto* image_ptr = /*x44_aramToken.GetMRAMSafe() */ x44_aramToken_x4_buff.get();
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CountMemory();
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if (HasPalette()) {
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x10_graphicsPalette->Load();
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@@ -202,8 +202,8 @@ void CTexture::MakeSwappable() {
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const u8* CTexture::GetConstBitMapData(s32 mip) const {
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u32 buffOffset = 0;
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if (x8_mips > 0) {
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for (u32 i = 0; i < x8_mips; ++i) {
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if (x8_mips > mip) {
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for (u32 i = 0; i < mip; ++i) {
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buffOffset += (x9_bitsPerPixel >> 3) * (x4_w >> (i & 0x3f)) * (x6_h >> (i & 0x3f));
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}
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}
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