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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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@ -157,7 +157,7 @@ protected:
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void UpdateVRAMReadTexture() = 0;
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virtual void UpdateVRAMReadTexture();
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virtual void UpdateDepthBufferFromMaskBit() = 0;
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virtual void SetScissorFromDrawingArea() = 0;
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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