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GPU/HW: Track VRAM fills/writes in dirty rectangle instead of invalidating
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@ -112,13 +112,14 @@ protected:
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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void InvalidateVRAMReadTexture() { m_vram_read_texture_dirty = true; }
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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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bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; }
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
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void DrawRendererStats(bool is_idle_frame) override;
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