GPU: Cleanup skip buffer texture draws.
These will be used when a game does multiple transfers from RAM to the screen, rather than one big one. Wasn't clearing some state, though.
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2 changed files with 11 additions and 12 deletions
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@ -916,7 +916,7 @@ bool TextureCacheCommon::SetOffsetTexture(u32 yOffset) {
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u32 texaddr = gstate.getTextureAddress(0);
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GETextureFormat fmt = gstate.getTextureFormat();
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const u32 bpp = fmt == GE_FORMAT_8888 ? 4 : 2;
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const u32 bpp = fmt == GE_TFMT_8888 ? 4 : 2;
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const u32 texaddrOffset = yOffset * gstate.getTextureWidth(0) * bpp;
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if (!Memory::IsValidAddress(texaddr) || !Memory::IsValidAddress(texaddr + texaddrOffset)) {
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