Physical write watches -> access watches (read and/or write watching)
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@@ -303,12 +303,13 @@ class Memory {
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//
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// This has a significant performance penalty for writes in in the range or
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// nearby (sharing 64KiB pages).
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uintptr_t AddPhysicalWriteWatch(uint32_t physical_address, uint32_t length,
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cpu::WriteWatchCallback callback,
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void* callback_context, void* callback_data);
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uintptr_t AddPhysicalAccessWatch(uint32_t physical_address, uint32_t length,
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cpu::MMIOHandler::WatchType type,
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cpu::AccessWatchCallback callback,
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void* callback_context, void* callback_data);
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// Cancels a write watch requested with AddPhysicalWriteWatch.
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void CancelWriteWatch(uintptr_t watch_handle);
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// Cancels a write watch requested with AddPhysicalAccessWatch.
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void CancelAccessWatch(uintptr_t watch_handle);
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// Allocates virtual memory from the 'system' heap.
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// System memory is kept separate from game memory but is still accessible
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