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GPU: Use texture buffer/fragment shader for VRAM writes
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@ -70,6 +70,7 @@ private:
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GLuint m_attributeless_vao_id = 0;
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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GLuint m_texture_buffer_r16ui_texture = 0;
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bool m_vram_read_texture_dirty = true;
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bool m_drawing_area_changed = true;
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@ -77,6 +78,7 @@ private:
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std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_write_program;
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GLStats m_stats = {};
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GLStats m_last_stats = {};
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