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Make texture conversion work a bit faster
# Conflicts: # src/core/config.h
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@ -240,6 +240,7 @@ enum Config {
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//#define USE_TEXTURE_POOL
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//#define CUTSCENE_BORDERS_SWITCH
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@ -24,6 +24,7 @@
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#include "Sprite2d.h"
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#include "Text.h"
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#include "RwHelper.h"
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#include "Frontend.h"
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#endif //GTA_PC
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float texLoadTime;
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@ -390,6 +391,15 @@ CreateTxdImageForVideoCard()
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// so let's hope that is the case for all
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rw::gl3::needToReadBackTextures = true;
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#endif
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#ifdef DISABLE_VSYNC_ON_TEXTURE_CONVERSION
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// let's disable vsync and frame limiter to speed up texture conversion
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// (actually we probably don't need to disable frame limiter in here, but let's do it just in case =P)
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int8 vsyncState = FrontEndMenuManager.m_PrefsVsync;
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int8 frameLimiterState = FrontEndMenuManager.m_PrefsFrameLimiter;
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FrontEndMenuManager.m_PrefsVsync = 0;
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FrontEndMenuManager.m_PrefsFrameLimiter = 0;
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#endif
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int32 i;
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for (i = 0; i < TXDSTORESIZE; i++) {
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@ -444,6 +454,12 @@ CreateTxdImageForVideoCard()
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}
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}
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#ifdef DISABLE_VSYNC_ON_TEXTURE_CONVERSION
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// restore vsync and frame limiter states
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FrontEndMenuManager.m_PrefsVsync = vsyncState;
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FrontEndMenuManager.m_PrefsFrameLimiter = frameLimiterState;
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#endif
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RwStreamClose(img, nil);
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delete []buf;
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