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GPU/OpenGL: Use base class helper for filling VRAM copy uniforms
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@ -850,16 +850,7 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
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UpdateVRAMReadTexture();
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UpdateVRAMReadTexture();
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IncludeVRAMDityRectangle(dst_bounds);
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IncludeVRAMDityRectangle(dst_bounds);
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VRAMCopyUBOData uniforms = {src_x * m_resolution_scale,
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VRAMCopyUBOData uniforms = GetVRAMCopyUBOData(src_x, src_y, dst_x, dst_y, width, height);
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src_y * m_resolution_scale,
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dst_x * m_resolution_scale,
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dst_y * m_resolution_scale,
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((dst_x + width) % VRAM_WIDTH) * m_resolution_scale,
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((dst_y + height) % VRAM_HEIGHT) * m_resolution_scale,
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width * m_resolution_scale,
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height * m_resolution_scale,
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m_GPUSTAT.set_mask_while_drawing ? 1u : 0u,
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GetCurrentNormalizedVertexDepth()};
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uniforms.u_src_y = m_vram_texture.GetHeight() - uniforms.u_src_y - uniforms.u_height;
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uniforms.u_src_y = m_vram_texture.GetHeight() - uniforms.u_src_y - uniforms.u_height;
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uniforms.u_dst_y = m_vram_texture.GetHeight() - uniforms.u_dst_y - uniforms.u_height;
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uniforms.u_dst_y = m_vram_texture.GetHeight() - uniforms.u_dst_y - uniforms.u_height;
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UploadUniformBuffer(&uniforms, sizeof(uniforms));
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UploadUniformBuffer(&uniforms, sizeof(uniforms));
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