Double the maximum texture memory.
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@@ -50,9 +50,9 @@ U32 wpo2(U32 i);
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U32 LLImageGL::sUniqueCount = 0;
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U32 LLImageGL::sBindCount = 0;
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S32Bytes LLImageGL::sGlobalTextureMemory(0);
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S32Bytes LLImageGL::sBoundTextureMemory(0);
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S32Bytes LLImageGL::sCurBoundTextureMemory(0);
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S64Bytes LLImageGL::sGlobalTextureMemory(0);
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S64Bytes LLImageGL::sBoundTextureMemory(0);
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S64Bytes LLImageGL::sCurBoundTextureMemory(0);
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S32 LLImageGL::sCount = 0;
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BOOL LLImageGL::sGlobalUseAnisotropic = FALSE;
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@@ -78,9 +78,9 @@ S32 LLImageGL::sCurTexPickSize = -1 ;
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LLPointer<LLImageGL> LLImageGL::sHighlightTexturep = NULL;
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S32 LLImageGL::sMaxCategories = 1 ;
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std::vector<S32Bytes> LLImageGL::sTextureMemByCategory;
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std::vector<S32Bytes> LLImageGL::sTextureMemByCategoryBound ;
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std::vector<S32Bytes> LLImageGL::sTextureCurMemByCategoryBound ;
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std::vector<S64Bytes> LLImageGL::sTextureMemByCategory;
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std::vector<S64Bytes> LLImageGL::sTextureMemByCategoryBound ;
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std::vector<S64Bytes> LLImageGL::sTextureCurMemByCategoryBound ;
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//------------------------
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// ****************************************************************************************************
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//End for texture auditing use only
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@@ -293,7 +293,7 @@ void LLImageGL::updateStats(F32 current_time)
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LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_STATS);
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sLastFrameTime = current_time;
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sBoundTextureMemory = sCurBoundTextureMemory;
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sCurBoundTextureMemory = S32Bytes(0);
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sCurBoundTextureMemory = S64Bytes(0);
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if(gAuditTexture)
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{
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@@ -305,7 +305,7 @@ void LLImageGL::updateStats(F32 current_time)
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for(U32 i = 0 ; i < sTextureCurMemByCategoryBound.size() ; i++)
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{
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sTextureMemByCategoryBound[i] = sTextureCurMemByCategoryBound[i] ;
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sTextureCurMemByCategoryBound[i] = (S32Bytes)0 ;
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sTextureCurMemByCategoryBound[i] = (S64Bytes)0 ;
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}
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}
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}
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