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Memory: convert PAddr for N3DS FCRAM extension
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@ -322,16 +322,19 @@ u8* GetPhysicalPointer(PAddr address) {
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static std::vector<VAddr> PhysicalToVirtualAddressForRasterizer(PAddr addr) {
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if (addr >= VRAM_PADDR && addr < VRAM_PADDR_END) {
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return {addr - VRAM_PADDR + VRAM_VADDR};
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} else if (addr >= FCRAM_PADDR && addr < FCRAM_PADDR_END) {
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return {addr - FCRAM_PADDR + LINEAR_HEAP_VADDR, addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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} else {
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// While the physical <-> virtual mapping is 1:1 for the regions supported by the cache,
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// some games (like Pokemon Super Mystery Dungeon) will try to use textures that go beyond
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// the end address of VRAM, causing the Virtual->Physical translation to fail when flushing
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// parts of the texture.
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LOG_ERROR(HW_Memory, "Trying to use invalid physical address for rasterizer: {:08X}", addr);
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return {};
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}
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if (addr >= FCRAM_PADDR && addr < FCRAM_PADDR_END) {
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return {addr - FCRAM_PADDR + LINEAR_HEAP_VADDR, addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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}
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if (addr >= FCRAM_PADDR_END && addr < FCRAM_N3DS_PADDR_END) {
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return {addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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}
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// While the physical <-> virtual mapping is 1:1 for the regions supported by the cache,
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// some games (like Pokemon Super Mystery Dungeon) will try to use textures that go beyond
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// the end address of VRAM, causing the Virtual->Physical translation to fail when flushing
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// parts of the texture.
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LOG_ERROR(HW_Memory, "Trying to use invalid physical address for rasterizer: {:08X}", addr);
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return {};
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}
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void RasterizerMarkRegionCached(PAddr start, u32 size, bool cached) {
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