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GPU/HW: Clear dirty rectangle when updating shadow texture
Fixes high GPU usage in Robbit mon Dieu in D3D11, should improve overall performance slightly when VRAM copies are heavily used.
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@ -99,6 +99,12 @@ void GPU_HW::PrintSettingsToLog()
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Log_InfoPrintf("Dual-source blending: %s", m_supports_dual_source_blend ? "Supported" : "Not supported");
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}
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void GPU_HW::UpdateVRAMReadTexture()
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{
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
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{
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// Taken from beetle-psx gpu_polygon.cpp
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@ -661,8 +667,6 @@ void GPU_HW::DispatchRenderCommand()
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FlushRender();
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UpdateVRAMReadTexture();
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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}
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