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GPU/HW: Eliminate CPU round trip on oversized VRAM writes
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@ -125,8 +125,12 @@ protected:
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struct VRAMWriteUBOData
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{
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u32 u_base_coords[2];
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u32 u_size[2];
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u32 u_dst_x;
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u32 u_dst_y;
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u32 u_end_x;
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u32 u_end_y;
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u32 u_width;
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u32 u_height;
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u32 u_buffer_base_offset;
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u32 u_mask_or_bits;
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float u_depth_value;
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@ -226,6 +230,7 @@ protected:
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bool UseVRAMCopyShader(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const;
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VRAMFillUBOData GetVRAMFillUBOData(u32 x, u32 y, u32 width, u32 height, u32 color) const;
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VRAMWriteUBOData GetVRAMWriteUBOData(u32 x, u32 y, u32 width, u32 height, u32 buffer_offset) const;
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VRAMCopyUBOData GetVRAMCopyUBOData(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const;
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/// Handles quads with flipped texture coordinate directions.
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