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GPU: Two-pass rendering for B-F transparency
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@ -51,9 +51,9 @@ private:
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void CreateVertexBuffer();
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, bool transparent, bool textured, TextureColorMode texture_color_mode,
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bool blending);
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void SetDrawState();
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bool CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
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TextureColorMode texture_color_mode, bool blending);
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void SetDrawState(TransparencyRenderMode render_mode);
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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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@ -71,11 +71,9 @@ 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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bool m_drawing_area_changed = true;
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std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 2> m_render_programs;
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std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 4> m_render_programs;
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GL::Program m_reinterpret_rgb8_program;
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GLStats m_stats = {};
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