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Don't use separate texture compression context.
Previously it was needed, as saving could be made at the same time the UI was active. Currently saving blocks UI access to data structures, as it possibly may need to sort unsorted vectors.
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925a23a053
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@ -7269,7 +7269,6 @@ void Worker::Write( FileWrite& f, bool fiDict )
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if( sz != 0 ) f.Write( m_data.appInfo.data(), sizeof( m_data.appInfo[0] ) * sz );
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{
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TextureCompression texcomp;
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sz = m_data.frameImage.size();
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if( fiDict )
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{
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@ -7292,7 +7291,7 @@ void Worker::Write( FileWrite& f, bool fiDict )
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{
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const auto& fi = m_data.frameImage[i];
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const auto fisz = fi->w * fi->h / 2;
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const auto image = texcomp.Unpack( *fi );
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const auto image = m_texcomp.Unpack( *fi );
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memcpy( sdata+offset, image, fisz );
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ssize[i] = fisz;
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offset += fisz;
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@ -7329,7 +7328,7 @@ void Worker::Write( FileWrite& f, bool fiDict )
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f.Write( &fi->w, sizeof( fi->w ) );
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f.Write( &fi->h, sizeof( fi->h ) );
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f.Write( &fi->flip, sizeof( fi->flip ) );
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const auto image = texcomp.Unpack( *fi );
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const auto image = m_texcomp.Unpack( *fi );
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f.Write( image, fi->w * fi->h / 2 );
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}
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}
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