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GPU: Implement interlaced rendering in hardware backends
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@ -541,6 +541,14 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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m_batch_ubo_dirty = true;
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}
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m_batch.interlacing = m_GPUSTAT.SkipDrawingToActiveField();
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if (m_batch.interlacing)
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{
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const u32 displayed_field = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
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m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
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m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
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}
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// update state
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m_batch.primitive = rc_primitive;
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m_batch.texture_mode = texture_mode;
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