GPU: Rewrite deinterlacing and add adaptive/blend modes
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@ -17,8 +17,6 @@ public:
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
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GPUTextureMode texture_mode, bool dithering, bool interlacing);
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std::string GenerateDisplayFragmentShader(bool depth_24bit, GPU_HW::InterlacedRenderMode interlace_mode,
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bool smooth_chroma);
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std::string GenerateWireframeGeometryShader();
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std::string GenerateWireframeFragmentShader();
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std::string GenerateVRAMReadFragmentShader();
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@ -26,6 +24,7 @@ public:
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std::string GenerateVRAMCopyFragmentShader();
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std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
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std::string GenerateVRAMUpdateDepthFragmentShader();
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std::string GenerateVRAMExtractFragmentShader(bool depth_24bit);
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std::string GenerateAdaptiveDownsampleVertexShader();
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std::string GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass);
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