Remove counterintuitive NULL protection in texture code (fixes #31)
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@ -59,7 +59,6 @@ static void C3Di_TexCubeDelete(C3D_TexCube* cube)
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bool C3D_TexInitWithParams(C3D_Tex* tex, C3D_TexCube* cube, C3D_TexInitParams p)
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{
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if (tex->data) return false;
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if ((p.width|p.height) & 7) return false;
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bool isCube = typeIsCube(p.type);
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@ -109,9 +108,6 @@ bool C3D_TexInitWithParams(C3D_Tex* tex, C3D_TexCube* cube, C3D_TexInitParams p)
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void C3D_TexLoadImage(C3D_Tex* tex, const void* data, GPU_TEXFACE face, int level)
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{
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if (!tex->data)
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return;
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u32 size = 0;
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void* out = C3D_TexGetImagePtr(tex,
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C3Di_TexIs2D(tex) ? tex->data : tex->cube->data[face],
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@ -240,19 +236,16 @@ void C3D_TexBind(int unitId, C3D_Tex* tex)
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void C3D_TexFlush(C3D_Tex* tex)
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{
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if (tex->data && !addrIsVRAM(tex->data))
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if (!addrIsVRAM(tex->data))
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GSPGPU_FlushDataCache(tex->data, C3D_TexCalcTotalSize(tex->size, tex->maxLevel));
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}
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void C3D_TexDelete(C3D_Tex* tex)
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{
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if (!tex->data) return;
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if (C3Di_TexIs2D(tex))
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allocFree(tex->data);
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else
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C3Di_TexCubeDelete(tex->cube);
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tex->data = NULL;
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}
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void C3D_TexShadowParams(bool perspective, float bias)
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