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Video_Software: Implement texture preloading
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@ -112,6 +112,24 @@ void SWBPWritten(int address, int newvalue)
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break;
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}
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case BPMEM_PRELOAD_MODE:
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if (newvalue != 0)
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{
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// NOTE(neobrain): Apparently tmemodd doesn't affect hardware behavior at all (libogc uses it just as a buffe$
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BPS_TmemConfig& tmem_cfg = bpmem.tmem_config;
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u8* ram_ptr = Memory::GetPointer(tmem_cfg.preload_addr << 5);
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u32 tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
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u32 size = tmem_cfg.preload_tile_info.count * 32;
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// Check if the game has overflowed TMEM, and copy up to the limit.
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// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
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if ((tmem_addr + size) > TMEM_SIZE)
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size = TMEM_SIZE - tmem_addr;
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memcpy(texMem + tmem_addr, ram_ptr, size);
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}
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break;
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case BPMEM_TEV_REGISTER_L: // Reg 1
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case BPMEM_TEV_REGISTER_L+2: // Reg 2
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case BPMEM_TEV_REGISTER_L+4: // Reg 3
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@ -120,8 +120,16 @@ void SampleMip(s32 s, s32 t, s32 mip, bool linear, u8 texmap, u8 *sample)
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TexImage0& ti0 = texUnit.texImage0[subTexmap];
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TexTLUT& texTlut = texUnit.texTlut[subTexmap];
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u8 *imageSrc;
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if (texUnit.texImage1[subTexmap].image_type)
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{
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imageSrc = &texMem[texUnit.texImage1[subTexmap].tmem_even * TMEM_LINE_SIZE];
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}
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else
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{
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u32 imageBase = texUnit.texImage3[subTexmap].image_base << 5;
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u8 *imageSrc = Memory::GetPointer(imageBase);
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imageSrc = Memory::GetPointer(imageBase);
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}
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int imageWidth = ti0.width;
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int imageHeight = ti0.height;
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