texture_cache: Eliminate linear textures fallthrough
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@ -603,10 +603,6 @@ private:
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return InitializeSurface(gpu_addr, params, preserve_contents);
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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}
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if (!params.is_tiled) {
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents,
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MatchTopologyResult::FullMatch);
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}
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// Step 3
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// Step 3
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// Now we need to figure the relationship between the texture and its overlaps
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// Now we need to figure the relationship between the texture and its overlaps
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// we do a topological test to ensure we can find some relationship. If it fails
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// we do a topological test to ensure we can find some relationship. If it fails
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