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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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@ -350,7 +350,7 @@ void VertexManagerBase::LoadTextures()
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for (unsigned int i : usedtextures)
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g_texture_cache->Load(i);
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g_texture_cache->BindTextures();
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g_texture_cache->BindTextures(usedtextures);
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}
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void VertexManagerBase::Flush()
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