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GL: Eliminiate most redundant state setting calls at draw time
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@ -15,11 +15,16 @@ public:
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bool Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override;
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void Reset() override;
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void ResetGraphicsAPIState() override;
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void RestoreGraphicsAPIState() override;
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void RenderStatistics() override;
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void UpdateSettings() override;
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protected:
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void UpdateDisplay() override;
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void UpdateDrawingArea() override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) override;
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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@ -48,10 +53,7 @@ private:
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, bool textured, bool blending, bool transparent, TextureColorMode texture_color_mode);
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void SetProgram();
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void SetViewport();
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void SetScissor();
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void SetBlendState();
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void SetDrawState();
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// downsample texture - used for readbacks at >1xIR.
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std::unique_ptr<GL::Texture> m_vram_texture;
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@ -69,6 +71,8 @@ private:
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GLuint m_attributeless_vao_id = 0;
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bool m_vram_read_texture_dirty = true;
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bool m_last_transparency_enable = false;
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TransparencyMode m_last_transparency_mode = TransparencyMode::BackgroundMinusForeground;
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std::array<std::array<std::array<std::array<GL::Program, 3>, 2>, 2>, 2> m_render_programs;
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std::array<GL::Program, 3> m_texture_page_programs;
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