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GPU/HW: Track dirty area of VRAM shadow texture via drawing area
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@ -102,12 +102,10 @@ protected:
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void UpdateDrawingOffset() override;
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virtual void InvalidateVRAMReadCache() = 0;
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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void InvalidateVRAMReadTexture() { m_vram_read_texture_dirty = true; }
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u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
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u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
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@ -135,6 +133,10 @@ protected:
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BatchUBOData m_batch_ubo_data = {};
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bool m_batch_ubo_dirty = true;
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// Bounding box of VRAM area that the GPU has drawn into.
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Common::Rectangle<u32> m_vram_dirty_rect;
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bool m_vram_read_texture_dirty = false;
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private:
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static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc);
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