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GPU/HW: Move logic from backend to GPU_HW class
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@ -121,8 +121,12 @@ protected:
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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virtual void UpdateVRAMReadTexture() = 0;
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virtual void SetScissorFromDrawingArea() = 0;
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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virtual void UnmapBatchVertexPointer(u32 used_vertices) = 0;
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virtual void UploadUniformBuffer(const void* uniforms, u32 uniforms_size) = 0;
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virtual void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) = 0;
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void SetFullVRAMDirtyRectangle()
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{
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@ -142,6 +146,7 @@ protected:
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
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void FlushRender() override;
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void DrawRendererStats(bool is_idle_frame) override;
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void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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