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Always enable the secondary texture cache
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@@ -134,7 +134,6 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
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CheckSetting(iniFile, gameID, "ForceLowerResolutionForEffectsOff", &flags_.ForceLowerResolutionForEffectsOff);
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CheckSetting(iniFile, gameID, "AllowDownloadCLUT", &flags_.AllowDownloadCLUT);
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CheckSetting(iniFile, gameID, "NearestFilteringOnFramebufferCreate", &flags_.NearestFilteringOnFramebufferCreate);
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CheckSetting(iniFile, gameID, "SecondaryTextureCache", &flags_.SecondaryTextureCache);
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CheckSetting(iniFile, gameID, "EnglishOrJapaneseOnly", &flags_.EnglishOrJapaneseOnly);
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CheckSetting(iniFile, gameID, "OldAdrenoPixelDepthRoundingGL", &flags_.OldAdrenoPixelDepthRoundingGL);
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CheckSetting(iniFile, gameID, "ForceCircleButtonConfirm", &flags_.ForceCircleButtonConfirm);
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@@ -89,7 +89,6 @@ struct CompatFlags {
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bool ForceLowerResolutionForEffectsOff;
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bool AllowDownloadCLUT;
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bool NearestFilteringOnFramebufferCreate;
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bool SecondaryTextureCache;
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bool EnglishOrJapaneseOnly;
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bool OldAdrenoPixelDepthRoundingGL;
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bool ForceCircleButtonConfirm;
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@@ -877,7 +877,7 @@ void TextureCacheCommon::Decimate(TexCacheEntry *exceptThisOne, bool forcePressu
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s64 secondCacheSizeEstimate = SecondCacheSizeEstimate();
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// If enabled, we also need to clear the secondary cache.
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if (PSP_CoreParameter().compat.flags().SecondaryTextureCache && (forcePressure || secondCacheSizeEstimate >= TEXCACHE_SECOND_MIN_PRESSURE)) {
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if (forcePressure || secondCacheSizeEstimate >= TEXCACHE_SECOND_MIN_PRESSURE) {
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const u32 had = secondCacheSizeEstimate;
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for (TexCache::iterator iter = secondCache_.begin(); iter != secondCache_.end(); ) {
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@@ -2651,8 +2651,8 @@ bool TextureCacheCommon::CheckFullHash(TexCacheEntry *entry, bool &doDelete) {
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}
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// Don't give up just yet.
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// Let's try the secondary cache if it's been invalidated before.
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if (PSP_CoreParameter().compat.flags().SecondaryTextureCache) {
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// Let's try the secondary cache if it's been invalidated before (and we're not dealing with detected video).
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if (!isVideo) {
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// If it's failed a bunch of times, then the second cache is just wasting time and VRAM.
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// In that case, skip.
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if (entry->numInvalidated > 2 && entry->numInvalidated < 128 && !lowMemoryMode_) {
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@@ -1580,30 +1580,6 @@ NPJH50366 = true
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# Temporary compatibility option, while working on the GPU CLUT-from-framebuffer path.
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# Not required for any games now that it works, but might be useful for development.
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[SecondaryTextureCache]
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# Was previously the "Retain changed textures" setting.
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# See https://github.com/hrydgard/ppsspp/issues/16339#issuecomment-1304826656
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# Popolocrois
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UCJS10005 = true
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UCAS40009 = true
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ULUS10018 = true
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UCJS18003 = true
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ULES00291 = true
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NPJG00033 = true
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# Fushigi no Dungeon: Fuurai no Shiren 4 Plus - Kami no Hitomi to Akuma no Heso
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ULJS00547 = true
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NPJH50698 = true
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# Gran Turismo text rendering
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UCES01245 = true
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UCUS98632 = true
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UCJS10100 = true
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UCKS45127 = true
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UCJS18055 = true
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NPJG00027 = true
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[EnglishOrJapaneseOnly]
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# Twinbee Portable, see issue #16382
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ULAS42089 = true
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