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GPU: Implement dithering on OpenGL backend
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@ -42,8 +42,6 @@ private:
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u32 num_vram_read_texture_updates;
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};
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void DrawRendererStatistics();
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std::tuple<s32, s32> ConvertToFramebufferCoordinates(s32 x, s32 y);
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void SetMaxResolutionScale();
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@ -55,7 +53,7 @@ private:
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void CreateVertexBuffer();
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode);
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bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode, bool dithering);
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void SetDrawState(HWBatchRenderMode render_mode);
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// downsample texture - used for readbacks at >1xIR.
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@ -72,8 +70,8 @@ private:
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bool m_drawing_area_changed = true;
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bool m_show_renderer_statistics = false;
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std::array<std::array<GL::Program, 9>, 4> m_render_programs; // [render_mode][texture_mode]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GLStats m_stats = {};
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GLStats m_last_stats = {};
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