Scott Mansell 88bd10cd30 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
2021-10-12 15:51:24 +13:00

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C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
namespace TMEM
{
void InvalidateAll();
void Invalidate(u32 param);
void ConfigurationChanged(TexUnitAddress bp_addr, u32 config);
void Bind(u32 unit, int num_blocks_width, int num_blocks_height, bool is_mipmapped, bool is_32_bit);
void FinalizeBinds(BitSet32 used_textures);
bool IsCached(u32 unit);
bool IsValid(u32 unit);
} // namespace TMEM