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GPU/HW: Only copy the dirty area to the VRAM read texture
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@ -30,6 +30,7 @@ public:
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virtual bool Initialize(HostDisplay* host_display, System* system, DMA* dma,
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InterruptController* interrupt_controller, Timers* timers) override;
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virtual void Reset() override;
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virtual bool DoState(StateWrapper& sw) override;
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virtual void UpdateSettings() override;
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protected:
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@ -111,6 +112,14 @@ protected:
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}
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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virtual void UpdateVRAMReadTexture() = 0;
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void SetFullVRAMDirtyRectangle()
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{
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m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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m_render_state.SetTexturePageChanged();
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}
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void ClearVRAMDirtyRectangle() { m_vram_dirty_rect.SetInvalid(); }
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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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@ -151,7 +160,6 @@ protected:
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// Changed state
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bool m_batch_ubo_dirty = true;
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bool m_vram_read_texture_dirty = false;
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private:
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enum : u32
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