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Don't skip texture filter when texture dump is on.
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@ -1047,7 +1047,6 @@ void TextureCache::_load(u32 _tile, CachedTexture *_pTexture)
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while (true) {
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_getTextureDestData(tmptex, pDest, glInternalFormat, GetTexel, &line);
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bool bLoaded = false;
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if (m_toggleDumpTex &&
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config.textureFilter.txHiresEnable != 0 &&
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config.textureFilter.txDump != 0) {
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@ -1056,7 +1055,9 @@ void TextureCache::_load(u32 _tile, CachedTexture *_pTexture)
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(unsigned short)(_pTexture->format << 8 | _pTexture->size),
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ricecrc);
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}
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else if ((config.textureFilter.txEnhancementMode | config.textureFilter.txFilterMode) != 0 &&
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bool bLoaded = false;
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if ((config.textureFilter.txEnhancementMode | config.textureFilter.txFilterMode) != 0 &&
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maxLevel == 0 &&
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(config.textureFilter.txFilterIgnoreBG == 0 || (RSP.cmd != G_TEXRECT && RSP.cmd != G_TEXRECTFLIP)) &&
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TFH.isInited())
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