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added the possibility to allocate aligned memory, an use it to allocate the buffer utilized in texture decoding, this will make a little easy to use aligned writes when possible in sse2/3 optimized algorithms.
some code additions for future use ;). please gcc user test this as i don't have opportunity to test it myself i only use reference code to. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7247 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -23,7 +23,7 @@ enum
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TextureCache *g_texture_cache;
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u8 *TextureCache::temp = NULL;
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GC_ALIGNED16(u8 *TextureCache::temp) = NULL;
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TextureCache::TexCache TextureCache::textures;
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bool TextureCache::DeferredInvalidate;
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@ -44,7 +44,7 @@ TextureCache::TCacheEntryBase::~TCacheEntryBase()
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TextureCache::TextureCache()
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{
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if (!temp)
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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temp =(u8*) AllocateAlignedMemory(TEMP_SIZE,16);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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@ -81,7 +81,7 @@ TextureCache::~TextureCache()
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Invalidate(true);
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if (temp)
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{
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FreeMemoryPages(temp, TEMP_SIZE);
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FreeAlignedMemory(temp);
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temp = NULL;
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}
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}
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