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Simplify TextureCache::_loadDepthTexture : do not convert unsigned shorts to floats
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@ -973,14 +973,6 @@ void TextureCache::_loadDepthTexture(CachedTexture * _pTexture, u16* _pDest)
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if (!gfxContext.isSupported(SpecialFeatures::FragmentDepthWrite))
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return;
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const u32 numTexels = _pTexture->realWidth * _pTexture->realHeight;
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_pTexture->textureBytes = numTexels * sizeof(f32);
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f32 * pDestF = (f32*)malloc(_pTexture->textureBytes);
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assert(pDestF != nullptr);
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for (u32 t = 0; t < numTexels; ++t)
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pDestF[t] = _pDest[t] / 65535.0f;
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Context::InitTextureParams params;
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params.handle = _pTexture->name;
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params.mipMapLevel = 0;
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@ -989,10 +981,9 @@ void TextureCache::_loadDepthTexture(CachedTexture * _pTexture, u16* _pDest)
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params.height = _pTexture->realHeight;
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params.internalFormat = internalcolorFormat::RED;
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params.format = colorFormat::RED;
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params.dataType = datatype::FLOAT;
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params.data = pDestF;
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params.dataType = datatype::UNSIGNED_SHORT;
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params.data = _pDest;
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gfxContext.init2DTexture(params);
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free(pDestF);
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}
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/*
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