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GPU/HW: Expand lines into triangles before rendering
Fewer batches, consistent upscaling behavior.
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@ -110,7 +110,6 @@ private:
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std::array<ComPtr<ID3D11VertexShader>, 2> m_batch_vertex_shaders; // [textured]
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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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ComPtr<ID3D11PixelShader> m_copy_pixel_shader;
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