experiment to try to fix danger background thrashing
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@@ -292,6 +292,21 @@ void RageBitmapTexture::Create()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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/* This is an experiment: some people are seeing skips when the danger
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* background comes in. One hypothesis: we're loading the danger background,
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* keeping it in memory without displaying it for several games, it gets
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* swapped out of texture memory, and then we skip swapping it in.
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*
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* It's rather small, so I'm not entirely convinced this is what's happening.
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* Let's try boosting the texture priority for the danger background and
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* see if it goes away. If it does, I'll make texture pris a texture hint
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* (or find another way to do this; perhaps we should do a dummy render of
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* a texture when it's reused from our texture cache if it hasn't been used
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* in a long time). */
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5f);
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if(GetFilePath().Find("danger"))
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0f);
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int pixfmt = desired_rgba_pixfmt;
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int pixfmt = desired_rgba_pixfmt;
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retry:
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retry:
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