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System: Render save state screenshots at fixed resolution
Fixes delays when saving state at high internal resolution.
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@ -149,7 +149,7 @@ void Reset();
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void Shutdown();
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bool LoadState(ByteStream* state, bool update_display = true);
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bool SaveState(ByteStream* state, u32 screenshot_size = 128);
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bool SaveState(ByteStream* state, u32 screenshot_size = 256);
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/// Recreates the GPU component, saving/loading the state so it is preserved. Call when the GPU renderer changes.
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bool RecreateGPU(GPURenderer renderer, bool update_display = true);
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