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GPU/HW: Track VRAM fills/writes in dirty rectangle instead of invalidating
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@ -595,6 +595,8 @@ void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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{
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GPU_HW::FillVRAM(x, y, width, height, color);
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// drop precision unless true colour is enabled
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if (!m_true_color)
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color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
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@ -607,11 +609,12 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
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RestoreGraphicsAPIState();
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InvalidateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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{
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GPU_HW::UpdateVRAM(x, y, width, height, data);
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const u32 num_pixels = width * height;
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const auto map_result = m_texture_stream_buffer.Map(m_context.Get(), sizeof(u16), num_pixels * sizeof(u16));
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std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16));
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@ -626,11 +629,12 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
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DrawUtilityShader(m_vram_write_pixel_shader.Get(), uniforms, sizeof(uniforms));
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RestoreGraphicsAPIState();
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InvalidateVRAMReadTexture();
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}
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void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
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{
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GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
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src_x *= m_resolution_scale;
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src_y *= m_resolution_scale;
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dst_x *= m_resolution_scale;
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@ -640,7 +644,6 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
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const CD3D11_BOX src_box(src_x, src_y, 0, src_x + width, src_y + height, 1);
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m_context->CopySubresourceRegion(m_vram_texture, 0, dst_x, dst_y, 0, m_vram_texture, 0, &src_box);
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InvalidateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateVRAMReadTexture()
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