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Reduce number of rand function calls.
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@ -22,6 +22,9 @@ void NoiseTexture::init()
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{
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if (config.generalEmulation.enableNoise == 0)
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return;
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std::vector<u16> ptr(640 * 580 / 2);
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
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m_pTexture[i] = textureCache().addFrameBufferTexture(false);
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m_pTexture[i]->format = G_IM_FMT_RGBA;
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@ -57,17 +60,17 @@ void NoiseTexture::init()
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params.magFilter = textureParameters::FILTER_NEAREST;
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gfxContext.setTextureParameters(params);
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}
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std::vector<u8> ptr(m_pTexture[i]->textureBytes);
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const u32 widthWords = m_pTexture[i]->realWidth / 2;
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for (u32 y = 0; y < m_pTexture[i]->realHeight; ++y) {
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for (u32 x = 0; x < m_pTexture[i]->realWidth; ++x)
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ptr[x + y*m_pTexture[i]->realWidth] = rand() & 0xFF;
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for (u32 x = 0; x < widthWords; ++x)
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ptr[x + y*widthWords] = rand() & 0xFFFF;
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}
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{
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Context::UpdateTextureDataParams params;
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params.handle = m_pTexture[i]->name;
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params.textureUnitIndex = textureIndices::NoiseTex;
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params.width = 640;
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params.height = 580;
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params.width = m_pTexture[i]->realWidth;
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params.height = m_pTexture[i]->realHeight;
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params.format = fbTexFormats.noiseFormat;
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params.dataType = fbTexFormats.noiseType;
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params.data = ptr.data();
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