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GPU/HW: Expand lines into triangles before rendering
Fewer batches, consistent upscaling behavior.
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@ -105,8 +105,8 @@ private:
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u32 m_current_uniform_buffer_offset = 0;
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VkBufferView m_texture_stream_buffer_view = VK_NULL_HANDLE;
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// [primitive][depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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DimensionalArray<VkPipeline, 2, 2, 5, 9, 4, 2, 2> m_batch_pipelines{};
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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DimensionalArray<VkPipeline, 2, 2, 5, 9, 4, 2> m_batch_pipelines{};
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// [interlaced]
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std::array<VkPipeline, 2> m_vram_fill_pipelines{};
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