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Implement texture preloading
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@ -32,8 +32,7 @@ class TextureCache
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public:
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enum TexCacheEntryType
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{
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TCET_AUTOFETCH, // Most textures, automatically fetched whenever they change
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// TCET_PRELOADED, // Textures which reside in TMEM areas which are manually managed by the game
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TCET_NORMAL,
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TCET_EC_VRAM, // EFB copy which sits in VRAM and is ready to be used
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TCET_EC_DYNAMIC, // EFB copy which sits in RAM and needs to be decoded before being used
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};
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@ -115,7 +114,7 @@ public:
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virtual TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h) = 0;
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static TCacheEntryBase* Load(unsigned int stage, u32 address, unsigned int width, unsigned int height,
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int format, unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel);
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int format, unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel, bool from_tmem);
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static void CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf);
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