More F3DEX3 no texture load optimizations #131
Merged
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As discussed in #128 , F3DEX3's texture load optimizer can break when a display list is run repeatedly but with changing a segment in between to point to different textures. This will only cause problems when:
gSomething
) or if it's set by a process which is the same for all instances (e.g. global timer), the textures will be the same and the optimization is a good thing.This PR aims to fix all cases of this. Macros are created which check if a different texture is being used between instances and if so disable the optimization. If F3DEX3 is disabled, these macros become no-ops.
Every effect was manually checked for cases like this. All other actors were scanned with a regex. It's possible some example was missed due to incomplete decomp names.