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Workaround dumb custom texture loading logic so that D3D11, GL core (used on OS X) and GLES code paths have less broken custom textures.
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@ -109,6 +109,11 @@ PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsi
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switch (texformat)
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{
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// TODO(neobrain): This function currently has no way to enforce RGBA32
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// output, which however is required on some configurations to function
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// properly. As a lazy workaround, we hence disable the optimized code
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// path for now.
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#if 0
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case GX_TF_I4:
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case GX_TF_I8:
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case GX_TF_IA4:
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@ -126,6 +131,7 @@ PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsi
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}
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returnTex = PC_TEX_FMT_IA8;
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break;
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#endif
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default:
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*required_size = width * height * 4;
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if (data_size < *required_size)
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