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GPU/HW: Track dirty area of VRAM shadow texture via drawing area
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@ -30,13 +30,11 @@ public:
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protected:
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void UpdateDisplay() override;
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void UpdateDrawingArea() override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) override;
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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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 FlushRender() override;
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void InvalidateVRAMReadCache() override;
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void MapBatchVertexPointer(u32 required_vertices) override;
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private:
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@ -64,6 +62,7 @@ private:
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bool CompileShaders();
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void SetDrawState(BatchRenderMode render_mode);
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void SetScissorFromDrawingArea();
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void UploadUniformBlock(const void* data, u32 data_size);
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void SetViewport(u32 x, u32 y, u32 width, u32 height);
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void SetScissor(u32 x, u32 y, u32 width, u32 height);
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@ -117,7 +116,5 @@ private:
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GLStats m_stats = {};
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GLStats m_last_stats = {};
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bool m_vram_read_texture_dirty = true;
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bool m_drawing_area_changed = true;
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bool m_show_renderer_statistics = false;
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};
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