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GPU: Implement interlaced rendering in hardware backends
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@ -103,8 +103,8 @@ private:
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std::array<ComPtr<ID3D11BlendState>, 5> m_batch_blend_states; // [transparency_mode]
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ComPtr<ID3D11InputLayout> m_batch_input_layout;
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std::array<ComPtr<ID3D11VertexShader>, 2> m_batch_vertex_shaders; // [textured]
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std::array<std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 9>, 4>
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m_batch_pixel_shaders; // [render_mode][texture_mode][dithering]
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std::array<std::array<std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 2>, 9>, 4>
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m_batch_pixel_shaders; // [render_mode][texture_mode][dithering][interlacing]
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ComPtr<ID3D11GeometryShader> m_batch_line_expand_geometry_shader;
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ComPtr<ID3D11VertexShader> m_screen_quad_vertex_shader;
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