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Extend TMEM cache implementation
Now works with games that deliberately avoid invalidating TMEM because they know textures are too large to fit: * Sonic Riders * Metal Arms: Glitch in the System * Godzilla: Destroy All Monsters Melee * NHL Slapshot * Tak and the Power of Juju * Night at the Museum: Battle of the Smithsonian * 428: Fūsa Sareta Shibuya de
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21
Source/Core/VideoCommon/TMEM.h
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21
Source/Core/VideoCommon/TMEM.h
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// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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namespace TMEM
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{
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void InvalidateAll();
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void Invalidate(u32 param);
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void ConfigurationChanged(TexUnitAddress bp_addr, u32 config);
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void Bind(u32 unit, int num_blocks_width, int num_blocks_height, bool is_mipmapped, bool is_32_bit);
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void FinalizeBinds(BitSet32 used_textures);
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bool IsCached(u32 unit);
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bool IsValid(u32 unit);
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} // namespace TMEM
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