dont allocate a full new palette texture every frame in HardwarePalette.Update
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@@ -56,8 +56,9 @@ namespace OpenRA.Graphics
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palettes.Add(name, p);
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palettes.Add(name, p);
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indices.Add(name, allocated++);
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indices.Add(name, allocated++);
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}
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}
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uint[,] data = new uint[MaxPalettes, 256];
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public void Update(IEnumerable<IPaletteModifier> paletteMods)
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public void Update(IEnumerable<IPaletteModifier> paletteMods)
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{
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{
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var copy = palettes.ToDictionary(p => p.Key, p => new Palette(p.Value));
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var copy = palettes.ToDictionary(p => p.Key, p => new Palette(p.Value));
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@@ -65,7 +66,6 @@ namespace OpenRA.Graphics
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foreach (var mod in paletteMods)
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foreach (var mod in paletteMods)
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mod.AdjustPalette(copy);
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mod.AdjustPalette(copy);
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var data = new uint[MaxPalettes,256];
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foreach (var pal in copy)
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foreach (var pal in copy)
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{
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{
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var j = indices[pal.Key];
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var j = indices[pal.Key];
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