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decomp: implement simple LRU cache for texture replacements
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@@ -311,6 +311,12 @@ void write_text_assets(Config config,
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lg::info("[Mem] After spool handling: {} MB", get_peak_rss() / (1024 * 1024));
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}
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// NOTE: Could save some memory usage here by making all the textures lazily loaded
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// however it's quite the invasive refactor and the default textures from the game
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// are not massive, so it's debatable if this is worth the effort
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//
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// Instead it might be better to try to reduce the need to process the DGOs / code so much
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// as that is the vast majority of the default memory usage.
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std::unique_ptr<TextureDB> handle_textures(Config config,
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const fs::path& in_folder,
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const fs::path& out_folder,
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