Possible fix for texture corruption crash loop
Signed-off-by: Beeks <HgDelirium@gmail.com>
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@@ -1062,6 +1062,13 @@ void LLTextureCache::writeEntryAndClose(S32 idx, Entry& entry)
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if (!mReadOnly)
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{
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entry.mTime = time(NULL);
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if(entry.mImageSize < entry.mBodySize)
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{
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// Just say no, due to my messing around to cache discards other than 0 we can end up here
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// after recalling an image from cache at a lower discard than cached. RC
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return;
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}
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llassert_always(entry.mImageSize == 0 || entry.mImageSize == -1 || entry.mImageSize > entry.mBodySize);
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if (entry.mBodySize > 0)
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{
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