fix texture reloading when compressed/uncompressed textures are rendered
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@ -1243,7 +1243,11 @@ compress_ram_image(Texture::CompressionMode compression,
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Texture::QualityLevel quality_level,
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GraphicsStateGuardianBase *gsg) {
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MutexHolder holder(_lock);
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return do_compress_ram_image(compression, quality_level, gsg);
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if (do_compress_ram_image(compression, quality_level, gsg)) {
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++_image_modified;
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return true;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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@ -1260,7 +1264,11 @@ compress_ram_image(Texture::CompressionMode compression,
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INLINE bool Texture::
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uncompress_ram_image() {
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MutexHolder holder(_lock);
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return do_uncompress_ram_image();
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if (do_uncompress_ram_image()) {
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++_image_modified;
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return true;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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@ -1413,6 +1421,7 @@ make_ram_mipmap_image(int n) {
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INLINE void Texture::
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clear_ram_mipmap_images() {
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MutexHolder holder(_lock);
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++_image_modified;
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do_clear_ram_mipmap_images();
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}
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@ -1433,6 +1442,7 @@ clear_ram_mipmap_images() {
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INLINE void Texture::
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generate_ram_mipmap_images() {
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MutexHolder holder(_lock);
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++_image_modified;
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do_generate_ram_mipmap_images();
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}
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@ -5562,7 +5562,6 @@ do_squish(Texture::CompressionMode compression, int squish_flags) {
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}
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_ram_images.swap(compressed_ram_images);
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_ram_image_compression = compression;
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++_image_modified;
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return true;
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#else // HAVE_SQUISH
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@ -5647,7 +5646,6 @@ do_unsquish(int squish_flags) {
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}
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_ram_images.swap(uncompressed_ram_images);
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_ram_image_compression = CM_off;
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++_image_modified;
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return true;
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#else // HAVE_SQUISH
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